Setup And Connect
Photon Unity Networking (PUN) is really easy to setup. Import PUN into a new project and the PUN Wizard will pop up. Alternatively it's in the menu: "Window", "Photon Unity Networking".
If you want to host a Photon Server yourself, click "skip" and edit the
PhotonServerSettings, as described below.
To connect, you only have to call
PhotonNetwork.ConnectUsingSettings() in your code.
If you need more control, see "Connect Manually" below.
The Wizard adds a
PhotonServerSettings file to your project to store a configuration, which is primarily used by
ConnectUsingSettings. You can setup the connection to the Photon Cloud or a self hosted server and change other commonplace settings.
AppId Realtime, Chat and Voice
AppIds are used by the Photon Cloud to identify each title. PUN uses a Realtime App Id for the connections. It also works well with Photon Chat and Voice, which need their own App Id each, should you use the features.
In PUN, the App Version is part of the Game Version. Clients with different Game Version values, are separated from one another. PUN adds its
PunVersion string to this value, to mitigate potential incompatibilities between different PUN versions.
Use Name Server
When connecting to older Photon Server instances, the clients connect directly to a Master Server, instead of a Name Server. Uncheck this only, when you host Photon yourself. See below.
Starting from PUN v2.17, the "Dev Region" is only used in Unity Editor and in "Development" builds, when you use
PhotonNetwork.ConnectUsingSettings() to connect.
You can disable the "Dev Region" in Unity Editor and "Development Build" by simply deleting the value.
Read more here.
When connecting to the cloud, PUN will select the best region by default. In case you want to connect to a specific region, enter a region code here and Best Region Selection will be off.
This option is mostly relevant when hosting your own Photon Server. To do so, get the Photon Server SDK. Uncheck
Use Name Server box to connect the clients directly to your Master Server.
Make sure your clients can reach the entered address. It can be a public, static IP, hostname or any address in the network that your clients use.
When things are setup correctly, you can call
PhotonNetwork.ConnectUsingSettings() in your code.
Port and Protocol
Photon is built to use several servers during one session. The port entered here is the one of the first server to connect to. This could be a Master Server or Name Server. The port also depends on the selected protocol.
If you connect to the Photon Cloud, leave this value 0. Else, look up the standard ports Photon uses.
The default for the Protocol is (reliable) UDP but Photon supports TCP and WebSockets. A PUN client will use Secure WebSockets automatically in WebGL exports.
We suggest you stick to UDP.
Enable Lobby Statistics
To get Lobby Statistics from the server this should be checked. See "App And Lobby Stats" page for more information.
This controls the logging of the lower level Photon code. Unless needed, this should stick to the
Enable Support Logger
This is a useful setting when you need to track down what happens during connect, matchmaking or in a room. When checked, our script will register for callbacks and log vital info to help debugging your game.
Run in Background
This sets the Unity setting with the same name. More information here.
"Remote Procedure Calls" enable you to call a method on other clients in a room.
PUN keeps a list of those methods in the
PhotonServerSettings and uses each name's index as abbreviation when calling RPCs.
Configuration For Self Hosted Photon
Uncheck "Use Name Server" as the Photon Server SDKs don't include this service. Clear Fixed Region. Set "Server" to the IP or host name of your Photon Server. It must be in a network your client(s) can reach. Using "localhost" or 127.0.0.1 is OK, if the client is a standalone build on the same machine. Enter the port: 5055.
When using the Photon Server (OnPremises), there are some notable adjustments to make:
- If you connect to Photon Server v4, set the serialization protocol to version 1.6 before connecting (as 1.8 is not compatible with that server version):
PhotonNetwork.NetworkingClient.SerializationProtocol = SerializationProtocol.GpBinaryV16;.
- Cients need to set a unique UserId, even if you don't authenticate users. For example, generate and save a GUID per device.
- The GameVersion / AppVersion is not used to create separate virtual AppIds.
As alternative to
PhotonNetwork.ConnectUsingSettings() you can connect to your own Photon Servers by using
This is useful when you host Photon On-Premises.
ConnectToMaster(), you need to provide a
port and the
The address is either your On-Premises DNS name or an IP. It can include the port after a colon (then pass 0 as port) or you can pass the port separately.
The parameter "appID" is only relevant for the Photon Cloud and can be set to any value when you host Photon yourself.
You can set a game/app version before calling ConnectToMaster as
For the Photon Cloud, it's best to use
ConnectUsingSettings() (see above).
It involves our Name Server to find the Master Server of a region automatically.