Photon Unity Networking Get it. No server setup needed - runs in the Photon Cloud. No obligation due to free plan. Download from the Asset Store: http://u3d.as/2ey Overview This package implements Unity's well known networking API on top of Photon. Keeping the API simple, this gives you standalone, dedicated servers, fixes, tweaks and ongoing support. This "plugin" contains a setup wizard, the fully integrated API, Editor extensions and the client library. It's compatible with the Photon Cloud Service, so you don't even have to setup a server! Requirements Unity v3.5.7 or up. Export to Standalone, Web, Win 8 Store, Win 8 Phone with Unity Free. Export to Android and iOS can be done with the PUN+ package or "Unity Pro" licenses for mobile. As server use either Photon Cloud Service: www.exitgamescloud.com Free for 20 concurrent users. Photon Standalone server: www.exitgames.com/Download/Photon Free 100 concurrent users (CCU) license. Registration required. v1.28 (23. September 2014) Changed: Compile conditions for WII U should work now! The demos don't run out of the box on Wii U though. You need to adjust some screen settings to get the GUI and input right. Changed: Ping on native platforms does not disconnect PUN anymore. Updated: FindFriends documentation. Added: PunSceneSettings. This allows you to define the minimum value for ViewIDs per scene-file name. This helps to avoid clashes between ViewIDs when switching scenes or loading multiple incrementally. A PunSceneSettingsFile is created and only used in the Editor. Add names of scenes and their minimum ViewID value. Any scene that is not entered, begins at 0. You must edit at any PhotonView in each scene to correct the scene-views! Save the scenes. Updated: To library v18.104.22.168 which fixes a problem with CRC Checking and reduces the amount of logging it does. See details in the separate release history file. v1.27 (15. September 2014) Updated: Chat can now be used with PUN+ (after a Chat API update)! Updated assemblies and native plugins for PUN+. Added: ServerSettings for PUN+ will not allow you to use TCP. PUN+ uses reliable UDP. Added a note about this fact in the inspector for ServerSettings files. Added: When switching the protocol for self-hosted server in ServerSettings, the port is switched to fit the new protocol, unless it was a custom port already. Fixed: Issue with "Best Region" hosting option and wrong AppIds. In this case, we now disconnect and call OnFailedToConnectToPhoton(DisconnectCause.InvalidAuthentication) and disconnect. Also, no pinging is done in this error case. Changed: When calling Connect*(null), the PhotonNetwork.gameVersion is not changed. You could set it once in a project and leave it alone in Connect*(). Added: PhotonNetwork.gameVersion caches the game version that gets set via any of the Connect-methods. This can be useful when a client needs to re-connect. Internal: The two internal cleanup methods LeftRoomCleanup() and LeftLobbyCleanup() are no longer called from various places but only on disconnect (which happens when you leave a room, too) and LeaveLobby(). This is cleaner internally. Added: OnConnectionFail callback with the case DisconnectCause.AuthenticationTicketExpired. This is a rare disconnect cause which usually means our server's timing is mixed up or your client uses an old authentication ticket. Handle this by connecting again (which will do a fresh authenticate). Changed: The callback OnPhotonInstantiate is now called via GameObject.SendMessage() like any other callback (as listed by enum PhotonNetworkingMessage). OnPhotonInstantiate can be a coroutine. If your implementation has 0 parameters it will be fine, too. Updated: To latest Photon Unity dll v22.214.171.124. This now tries to tell the server when the client timed out (used in counters to analyze issues) and it uses a newer native-socket-api. This is incompatible with older libs in Assets\Plugins\Android and Assets\Plugins\iOS! Update all when you use PUN+. Release History All updates are detailed in the changelog.txt in the package. Download Asset Store Special thanks go to Leepo for his great work on the implementation, feedback and support. Thanks also to Caitlyn Team for getting this live incredibly fast Upcoming Support for Unity 5 and WebGL player. Photon Chat for room-independent messages, friend status and more. Known Issues When you load a new scene, all instantiated GameObjects are destroyed only locally but not on the server. Anyone who joins the room later on still creates those GOs. To work around this, PhotonNetwork.Destroy your instantiated game objects before loading a new scene. Or use: PhotonNetwork.RemoveAllInstantiatedObjects(player). Changing the group of a PhotonView is only done locally and not synced. When you use multiple scenes, the viewIDs of PhotonViews in those scenes will always start at 1. Edit the PunSceneSettingsFile in your project to enter a minimum ViewID per scene if needed. Feedback is welcome! Just reply here. This post will be edited over time with more info, updates, etc.