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Incontrol unity disable controller
Incontrol unity disable controller




incontrol unity disable controller

In both cases, the client needs to keep the same UserId and the actor reclaims the same actor number and all previous actor properties on rejoin.Ī hard disconnect is when an actor is completely removed from the room's actors list. You can recover from unexpected soft disconnects using PhotonNetwork.ReconnectAndRejoin() or rejoin the same room after it happens using PhotonNetwork.RejoinRoom.

incontrol unity disable controller

If PlayerTTL < 0 or PlayerTTL = int.MaxValue the actor can remain inactive forever. The actor remains inactive until PlayerTTL expires.

  • the client leaves the room temporarility with the intention of coming back.
  • It happens in case of PlayerTTL different than 0 and: It was part of the Unity scene at compile time.Ī soft disconnect is when an actor becomes inactive in a room. It has no owner (null), nor controller (null) and it is not a result of a PhotonNetwork.Instantiate call (but could be a result of PhotonNetwork.InstantiateRoomObject).Ī scene object is a room object that was not runtime instantiated using PhotonNetwork.InstantiateRoomObject. Usually when you instantiate a networked object that has netsted networked object(s), all PhotonViews will share the same instantiation ID (ViewID of the root PhotonView) and unless owner or controller is different, or re parented, they will have the same lifetime.Ī networked room object is a networked object that does not belong to an actor but it is a 'global networked object' belonging to the room. So, a nested networked object is a networked object that is part of the hierarchy of another networked object. If a networked object has children GameObject in its hierarchy and one or more has a PhotonView attached then it's considered a nested networked object. the PhotonView attached to the top level (root) GameObject. So a networked object is represented by its root PhotonView component, i.e. PhotonView.IsMine indicates if the PhotonNetwork.LocalPlayer is the current Controller for this photonView.Ī networked object is a GameObject that has a PhotonView component, including its children. While the owner is soft-disconnected, the master client becomes controller and when the owner rejoins, the owner resumes control. If the PlayerTTL is greater than 0, it is possible for an actor to leave the room temporarily and rejoin it later.
  • the owner is disconnected from the room.
  • incontrol unity disable controller

    the owner is null then the master client is the controller.The owner is always the controller unless: The actor in control of the PhotonView (has state authority). Otherwise, the master client has control. In case there is an owner, if the latter is active it is also the controller. In case of 'networked room objects', there is no owner (null) as the object is owned by the room and not by an actor. The owner of the PhotonView indicates the default Controller of the PhotonView. In case of 'networked room objects', there is no creator (null/0) so the networked object is not created by an actor and is instead associated with the room. The ViewID of a PhotonView does not change, so the creator ID also does not change. This actor number is be part of the PhotonView.ViewID and is determined using ViewID / PhotonNetwork.MAX_VIEW_IDS. The creator of a PhotonView or the 'instantiator' (or 'spawner'), is the actor that calls PhotonNetwork.Instantiate. The first client to join a room will be actor number 1, the second will be actor number 2 and so on.Īctors can be targets of messages and one actor per room is assigned as the master client.Ĭreator, Owner and Controller all are references to an actor. ContentsĮach actor is incrementally assigned an new number when joining a room.

    #INCONTROL UNITY DISABLE CONTROLLER HOW TO#

    We will also list the expected behaviour in different situations and how to explicitly change ownerships of PhotonViews. In this document we will discover the definitions and concepts about PhotonView's control and ownership. In PUN, networked objects are established using the PhotonView component.Įach PhotonView has a creator (instantiator), owner and controller.






    Incontrol unity disable controller