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.
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.
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.