
While a region must be set, requesting a specific cluster is optional.Ĭhanged: NetworkingPeer.CallAuthenticate to request a random available cluster, if the game logic didn't requests a specific one. More about this in the online docs.Īdded: Optional parameter to ConnectToRegion to define a cluster. Alternatively, the dll could be compiled for static links, too.Ĭhanges: Sockets now will try alternative IP addresses for a host, if one doesn't connect.Īdded: Support for "Sharding" (using more than one cluster per region in an Enterprise Cloud). Note: SocketNative should be added to projects which need static linking. See: PhotonPeer.ReuseEventInstance.Īdded: Different implementations of Hashtable, conditionally using either ListDictionary, HybridDictionary (was commented out) or System Hashtable.Ĭhanged: Replaced SocketUdpNativeStatic and SocketUdpNativeDynamic with SocketNative, which covers UDP and WS/WSS (message based protocols). Updated: Photon3Unit圓d.dll library to 4.1.2.18b1, rev5228.Ĭhanged: The de/serailization Protocol 1.6 now also supports reusing an EventData instance to dispatch all events. Updated: Photon3Unit圓d.dll library to 4.1.2.19, rev5271.Ĭhanged: RPC related methods to waste less memory. This is more a work(er)around: As the important value is framerate-dependent, we can get away with setting a target framerate of 60fps.
NETWORKVIEW NO LONGER SUPPORTED REGISTRATION
Updated: Photon registration code for the PUN Wizard window.įixed: The Worker Demo issue where the "walking" state didn't trigger correctly on builds. Before, any websocket class was overwritten. Net 3.5 and 4.x alike.Ĭhanges: Xbox will use the socket class SocketNative which replaced SocketWebTcpNativeDynamic.Ĭhanges: The SocketWebTcp class is found and used, if the config is null for either ConnectionProtocol.WebSocket and ConnectionProtocol.WebSocketSecure. This code was updated in PUN 2 before, to comply with. It was only checking the previously stored list.įixed: The selection of assemblies when looking up PUN RPC methods. Check the respective changelogs.įixed: Editor UpdateRpcList() to avoid duplicates in the additional method names found previously. Updated: Photon3Unit圓d.dll to v4.1.3.0 with lots of improvements and changes. This is now part of the inherited class IPhotonSocket and automates sending the used protocol. Updated: SocketWebTcp.cs which should no longer define a SerializationProtocol. Updated: Photon3Unit圓d.dll library to 4.1.4.0, rev5468. Note: No API changes for the PUN layer, so there is no docs update. As this gets now reported by the lower level code, the handling was updated.
NETWORKVIEW NO LONGER SUPPORTED UPDATE
Update to PUN 2.Ĭhanged: There is now a disconnect reason SendError. We will not guarantee compatibility of PUN Classic with Unity 2020 and beyond. Note: PUN Classic gets closer to the end of the long term support period. Updated to Photon3Unit圓d.dll (v4.1.4.1).įixed: Remove obsolete usage of GuiText and GuiLayer Components in demos for compatibility with Unity 2019.3 onwards. Net 3.5 dll is still in Assets\Plugins.įixed: String serialization issue in the Photon3Unit圓d.dll (v4.1.4.0). Note: The new default library is now in the Assets\Plugins\netstandard2.0 folder and requires.

Updated: To Photon3Unit圓d.dll library to 4.1.6.5. This fixes usage of Best Region selection in WebGL, too. Updated: To Photon3Unit圓d.dll library to 4.1.6.10.įixed: Usage of PingHttp for WebGL exports. Update to PUN 2 or use Fusion in new projects.Ĭhanged: Details and checks in CustomTypes.cs. Neither start nor continue projects with PUN Classic, unless the game is released but maintained.

Note: This is a service release to increase security in old projects.
