void Start() { PhotonNetwork.ConnectUsingSettings(); // connects to master photon server }
// Use this for initialization void Start() { PhotonNetwork.ConnectUsingSettings(gameVersion); }
void Start() { PhotonNetwork.ConnectUsingSettings("v1.0.0"); }
private void OnEnable() { PhotonNetwork.ConnectUsingSettings(NetworkVersion); }
void Start() { PhotonNetwork.GameVersion = gameVersion; PhotonNetwork.ConnectUsingSettings(); connectionInfoText.text = "게임 시작 준비 중..."; }
private void Start() { PhotonNetwork.ConnectUsingSettings(); print("Connecting..."); }
public void Connect(CallbackFn onConnected, CallbackFn onConnectionFailed) { this.onConnected = onConnected; this.onConnectionFailed = onConnectionFailed; PhotonNetwork.ConnectUsingSettings(version); }
// Start is called before the first frame update void Start() { PhotonNetwork.ConnectUsingSettings(); //Connects to Photon master servers }
public void Connect() { PhotonNetwork.logLevel = PhotonLogLevel.Full; PhotonNetwork.ConnectUsingSettings("0.2"); }
// Update is called once per frame void Connect() { PhotonNetwork.ConnectUsingSettings("0.0.4"); }
// Use this for initialization void Start() { print("Connecting to network.."); PhotonNetwork.ConnectUsingSettings("0.1"); }
// Start is called before the first frame update void Start() { PhotonNetwork.ConnectUsingSettings(); //Server'a bağlanıyoruz. }
public override void OnDisconnected(DisconnectCause cause) { PhotonNetwork.ConnectUsingSettings(); }
void Start() { print("Connecting to server..."); PhotonNetwork.ConnectUsingSettings("0.0.0"); PhotonNetwork.autoJoinLobby = false; }
void OnFailedToConnectToPhoton() { Debug.Log("Onfailedtoconnecttophoton"); PhotonNetwork.ConnectUsingSettings(null); }
public void Connect() { PhotonNetwork.ConnectUsingSettings(); SceneManager.LoadScene("Gameplay", LoadSceneMode.Single); }
void Start() { Debug.Log("lobbyStart()"); PhotonNetwork.playerName = PlayerPrefs.GetString("name"); //同じ名前にすると狂う PhotonNetwork.ConnectUsingSettings(null); }
private void Awake() { PhotonNetwork.ConnectUsingSettings(VersionName); }
void Start() { PhotonNetwork.ConnectUsingSettings(); }
// MonoBehaviourではなくMonoBehaviourPunCallbacksを継承して、Photonのコールバックを受け取れるようにする private void Start() { // PhotonServerSettingsに設定した内容を使ってマスターサーバーへ接続する PhotonNetwork.ConnectUsingSettings(); }
void Awake() { PhotonNetwork.AutomaticallySyncScene = true; PhotonNetwork.GameVersion = this.gameVersion; PhotonNetwork.ConnectUsingSettings(); }
// --- Buttons methods --- public void OnConnectButtonClicked() { connectingText.text = "Searching..."; PhotonNetwork.GameVersion = GameVersion; PhotonNetwork.ConnectUsingSettings(); }
// Use this for initialization void Start() { //this line allows us to connect to the network. The only argument is the version of the application. PhotonNetwork.ConnectUsingSettings("0.1"); }
//public GameObject[] camera; // Use this for initialization void Start() { PhotonNetwork.ConnectUsingSettings(version); var temp = PhotonVoiceNetwork.Client; }
// 네트워크 연결이 끊겼을 때 public override void OnDisconnected(DisconnectCause cause) { connectionInfoText.text = "오프라인 : 게임 접속 재시도 중..."; PhotonNetwork.ConnectUsingSettings(); }
/// <summary> /// 连接 /// </summary> public void OnClickConnect() { PhotonNetwork.ConnectUsingSettings(null); PhotonHandler.StopFallbackSendAckThread(); // 这在案例中被用于后台超时! }
public void Start() { PhotonNetwork.ConnectUsingSettings("1.0"); var temp = PhotonVoiceNetwork.Client; }
public void JoinLobby() { PhotonNetwork.ConnectUsingSettings(); }
private void ConnectToServer() { PhotonNetwork.ConnectUsingSettings(); Debug.Log("Try connecting to Server..."); }
void Start() { PhotonNetwork.ConnectUsingSettings("TanksPUN_v1.0"); }