Photon Unity Networking 2
2.12
|
Settings for Photon application(s) and the server to connect to. More...
Public Member Functions | |
string | ToStringFull () |
ToString but with more details. More... | |
Public Attributes | |
string | AppIdRealtime |
AppId for Realtime or PUN. More... | |
string | AppIdChat |
AppId for the Chat Api. More... | |
string | AppIdVoice |
AppId for use in the Voice Api. More... | |
string | AppVersion |
The AppVersion can be used to identify builds and will split the AppId distinct "Virtual AppIds" (important for matchmaking). More... | |
bool | UseNameServer = true |
If false, the app will attempt to connect to a Master Server (which is obsolete but sometimes still necessary). More... | |
string | FixedRegion |
Can be set to any of the Photon Cloud's region names to directly connect to that region. More... | |
string | Server |
The address (hostname or IP) of the server to connect to. More... | |
int | Port |
If not null, this sets the port of the first Photon server to connect to (that will "forward" the client as needed). More... | |
ConnectionProtocol | Protocol = ConnectionProtocol.Udp |
The network level protocol to use. More... | |
bool | EnableLobbyStatistics |
If true, the client will request the list of currently available lobbies. More... | |
DebugLevel | NetworkLogging = DebugLevel.ERROR |
Log level for the network lib. More... | |
Properties | |
bool | IsMasterServerAddress [get] |
If true, the Server field contains a Master Server address (if any address at all). More... | |
bool | IsBestRegion [get] |
If true, the client should fetch the region list from the Name Server and find the one with best ping. More... | |
bool | IsDefaultNameServer [get] |
If true, the default nameserver address for the Photon Cloud should be used. More... | |
bool | IsDefaultPort [get] |
If true, the default ports for a protocol will be used. More... | |
Detailed Description
Settings for Photon application(s) and the server to connect to.
This is Serializable for Unity, so it can be included in ScriptableObject instances.
Member Function Documentation
string ToStringFull | ( | ) |
ToString but with more details.
Member Data Documentation
string AppIdChat |
AppId for the Chat Api.
string AppIdRealtime |
AppId for Realtime or PUN.
string AppIdVoice |
AppId for use in the Voice Api.
string AppVersion |
The AppVersion can be used to identify builds and will split the AppId distinct "Virtual AppIds" (important for matchmaking).
bool EnableLobbyStatistics |
If true, the client will request the list of currently available lobbies.
string FixedRegion |
Can be set to any of the Photon Cloud's region names to directly connect to that region.
if this IsNullOrEmpty() AND UseNameServer == true, use BestRegion. else, use a server
DebugLevel NetworkLogging = DebugLevel.ERROR |
Log level for the network lib.
int Port |
If not null, this sets the port of the first Photon server to connect to (that will "forward" the client as needed).
ConnectionProtocol Protocol = ConnectionProtocol.Udp |
The network level protocol to use.
string Server |
The address (hostname or IP) of the server to connect to.
bool UseNameServer = true |
If false, the app will attempt to connect to a Master Server (which is obsolete but sometimes still necessary).
if true, Server points to a NameServer (or is null, using the default), else it points to a MasterServer.
Property Documentation
|
get |
If true, the client should fetch the region list from the Name Server and find the one with best ping.
See "Best Region" in the online docs.
|
get |
If true, the default nameserver address for the Photon Cloud should be used.
|
get |
If true, the default ports for a protocol will be used.
|
get |
If true, the Server field contains a Master Server address (if any address at all).