OnMasterClientSwitched ( PhotonPlayer newMasterClient)Ĭheck ownerId assignment for sceneObjects to keep being owned by the MasterClient.
Transfers the ownership of this PhotonView (and GameObject) to another player. TransferOwnership ( PhotonPlayer newOwner)
Use it like a NetworkView.ĭepending on the PhotonView's ownershipTransfer setting, any client can request to become owner of the PhotonView. You do this within the OnSerializeNetworkView() function.PUN's NetworkView replacement class for networking. If it is observing a Script, you must explicitly Serialize data within the script. Only the difference between the last transmissions values and the current values are sent and nothing is sent if there is no difference. All later packets are queued up until the earlier packet is received. If a packet is dropped, that packet will be re-sent. Packets are always received in the order they were sent. The data of the Observed Component will now be sent across the network automatically. To use State Synchronization, set State Synchronization of the Network View to Reliable Delta Compressed or Unreliable. You have 2 options to send the data of the Observed Component: State Synchronization and Remote Procedure Calls. RPC calls just need a single network view present so you don’t need to add a view specifically for RPC if a view is already present. If you are not directly sending data, just using RPC calls, then you can turn off synchronization (no data directly sent) and nothing needs to be set as the Observed property. You can select a Component from the drop-down, or you can drag any Component header directly to the variable. Whatever the Observed Component is, data about it will be sent across the network. This can be a Transform, an Animation, a RigidBody, or a script. The Observed property of the Network View can contain a single Component.
The type of State Synchronization used by this Network View In order to use any networking capabilities, including State Synchronization or Remote Procedure Calls, your GameObject must have a Network View attached. You can learn and discover the fundamental concepts in the Network Reference Guide. For this reason, it is recommended that you understand the fundamental concepts behind networking before you start experimenting with Network Views. They are simple to use, but they are extremely powerful.
Network Views are the gateway to creating networked multiplayer games in Unity. See NetworkIdentity for the new networking system). (This class is part of the old networking system and is deprecated.