Hive is the new
In Photon 3 the core flow in the game server is implemented in
Lite, in Photon 4 it is implemented in
Lite is provided unchanged as part of the Photon Server SDK since it is still a good demo to introduce server side coding concepts.
Loadbalancing now inherits from
Hive is backwards compatible for Client SDKs and extends the feature set:
- Active / Inactive Actors,
PlayerTTLand Rejoin - how long should a player be allowed to return (rejoin) after disconnecting.
EmptyRoomTTL- how long should a room be kept in memory after last player disconnects.
- Serialized Game State - allowing to save and load state.
UserId- each actor in the room must have a unique
- Event Cache Slices.
Plugins are the next big thing in Photon Server and especially for Photon Enterprise Cloud. Learn everything about the new Plugins SDK by reading the manual.
You can configure Photon Server with a custom authentication provider just like it was possible with Photon Cloud. Go to the custom authentication documentation page to know how to set it up for Photon Server.
Photon Server is now IPv6-ready. For more information you can take a look at the IPv6 documentation page.
New Performance Counters
New performance counters are released for Photon Server. Check them out at the Photon Counters dedicated page.
Photon Server now supports websockets. To setup secure websockets read this "how-to" page.
Discontinuing Photon Dashboard
Photon Server Dashboard is no longer part of Photon Server starting from version 4.
Ending support for Windows XP, Windows Server 2003 and earlier
Starting from version 4, there will be no support for Windows XP or Windows Server 2003 or earlier versions. Take a look at the specifications required to run Photon Server in the requirements page.
.NET Framework update from 3.5 to 4.0
All Photon projects now use version 4.0 of the .NET Framework. There will be no further support for 3.5.