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You are aware that there is a Photon-Server SDK for self-hosting available? See https://www.photonengine.com/en-US/OnPremise.
No, virtual is definitely not generally the most cost-effective solution. The same amount of server capacity is a lot more expensive with virtual...
@Jonny Roy: It is rather a restriction of Unity 4 - although Unity built-in networking was included in the Indie version, the use of C# sockets...
@ROBERTJS3: As you can see from my forum signature I am one of the engineers at Exit Games, the company, that develops Photon. Photon is a general...
Hi jpthek9. No, you don't remember it correctly. Photon Cloud is not nearly that expensive. The price varies between the different Photon Cloud...
Hi kitaji. Option 3 is completely possible for every scenario for which option 1 is possible. Your decision between cocos2d-x and unity 3d for...
In this case this is the wrong thread ;) I would recommend to not copy-and paste the LiteLobby-Apllication into your own Photon Application, but...
Well, actually it depends on his needs: - If he does not need to add any custom server side code and does not need any client side low level...
Yes, you can. That interest-managment logic is not provided by the Photon core itself. Photon consisits of different layers: The low-level core is...
Yes, doubles are supported by Photon. Natively supported datatypes are byte, short, int, long, float, double, bool, String, Hashtable, Dictionary...
http://forum.exitgames.com/viewtopic.php?f=18&t=612
Correct: Pro version is needed for native plugins (C, C++, objective C, etc.). .NET plugins can also be used with the indie version. Otherwise you...
It seems, taht you have not understood the term "client-server". if a player is a host, then this is a peer to peer approach with a masterserver,...
By specifiying their urls/ips and ports in the config.
That was already possibel before. This new unity-builtin-netwoking like API is only affecting the client-side. The server-side is completely...
Is is not required for basic usage (if you do not want to modify the server and are fine with writing clientsite scripts in a texteditor without...
You can't currently run a Photon Server on OSX (except in a virtual windows machine), currently, clients are supporting Macs for a long time now...
Den Client Code in C# zu schreiben hat einen Vorteil: Wenn du eventuell später mal irgendwelche GameLogic auch serverseitig benötigst (z.B. der...
Hi. Have you already tried this tutorial from our devnet: http://developer.exitgames.com/quickstart/helloworldpart1 ? Also there are a few...
In the notes you write, that it was unclear, if Photon supports Unity-Clients for iOS and/or Android. To clear this up: Yes, these platforms are...