public void ConnectToPhoton() { PhotonNetworkManager.ConnectUsingSettings("0.1"); Debug.Log("We have now joined the lobby"); PhotonNetworkManager.LoadLevel("LobbyScene"); }
void LoadArena() { if (!PhotonNetworkManager.isMasterClient) { Debug.LogError("PhotonNetwork : Trying to Load a level but we are not the master Client"); } Debug.Log("PhotonNetwork : Loading Level : " + PhotonNetworkManager.room.PlayerCount); PhotonNetworkManager.LoadLevel("PunBasics-Room for " + PhotonNetworkManager.room.PlayerCount); }
/// <summary> /// Called when entering a room (by creating or joining it). Called on all clients (including the Master Client). /// </summary> /// <remarks> /// This method is commonly used to instantiate player characters. /// If a match has to be started "actively", you can call an [PunRPC](@ref PhotonView.RPC) triggered by a user's button-press or a timer. /// /// When this is called, you can usually already access the existing players in the room via PhotonNetwork.playerList. /// Also, all custom properties should be already available as Room.customProperties. Check Room..PlayerCount to find out if /// enough players are in the room to start playing. /// </remarks> public override void OnJoinedRoom() { LogFeedback("<Color=Green>OnJoinedRoom</Color> with " + PhotonNetworkManager.room.PlayerCount + " Player(s)"); Debug.Log("DemoAnimator/Launcher: OnJoinedRoom() called by PUN. Now this client is in a room.\nFrom here on, your game would be running. For reference, all callbacks are listed in enum: PhotonNetworkingMessage"); // #Critical: We only load if we are the first player, else we rely on PhotonNetwork.automaticallySyncScene to sync our instance scene. if (PhotonNetworkManager.room.PlayerCount == 1) { Debug.Log("We load the 'Room for 1' "); // #Critical // Load the Room Level. PhotonNetworkManager.LoadLevel("PunBasics-Room for 1"); } }
public void MoveScene() { PhotonNetworkManager.LoadLevel("GameScene"); }
public void OnCreatedRoom() { Debug.Log("OnCreatedRoom"); PhotonNetworkManager.LoadLevel(SceneNameGame); }
public void OnClickGoBack() { PhotonNetworkManager.LeaveRoom(); PhotonNetworkManager.LoadLevel("LobbyScene"); }