How to Manage Lag and High Latency with Photon Cloud?

Hello,

Does anyone know what Scripts are needed to setup an Auto Kick/Disconnect of a Player with High Latency when using Photo Cloud?

or is this Only possible on the Server End with Photon Dedicated Server?

I would think we should be able to setup some kind of Script that Checks your Ping, and if it’s past a certain Number you will get auto Disconnected / Kicked from a Game to prevent you from Lagging a Game in Session.

The easiest solution might be to check the ping on each client (independently) and leave a room, if the ping is too bad. You can use PhotonNetwork.GetPing() for that.

However, if a player’s ping is bad for one game, this will likely not improve in the next, because all clients connect to the same server(s).
Unlike Unity’s built-in networking, which uses a player’s machine as host, Photon Unity Networking (a.k.a “PUN”) always uses a dedicated server.

The ping for dedicated servers doesn’t change a lot and mostly depends on a customer’s setup and region. The Photon Cloud offers several regional clusters you could connect to: US, EU and several in Asia.

Thanks tobiass, now that i think about it… offering two different web player clients one to connect to US and maybe one to connect to EU might be the best solution to this kind of issue.