PUN Room Logic

I’ve picked up the PUN plugin for my 3PS and have got started very well with the Unity “Merry Fragmas” tutorial.

I am trying to see how I can create and join random rooms with player defined options, which I think will be quite easy with JoinRandonRoom() with a CreateRoom() called on fail.

My problem is trying to create a 2-stage game lobby.

  • A home screen which will show the players’ character, stock/inv/whatever and list of game options.
  • Once server has been joined/created show a list of players and the map until the room is full (I want complete rooms to be a necessity) - then the game begins.

I’d like to attack this small bit at a time, so: having all players appear on the same scene is already proving me a spot of bother - do I simply set the client to load the level individually?

You can set PhotonNetwork.automaticallySyncScene = true for all clients and then use PhotonNetwork.LoadLevel() on the Master Client.

That’s great, thanks Tobias!

Next issue: I have followed a couple of tutorials but am getting quite “choppy” movement of other players - a problem not seen in the tutorial videos. I have read somewhere about a minimum 100ms ping with PUN/Photon Cloud - is this true?

I would like to post my questions on the Photon forums, however my IP address has been “banned as spam”?

Thanks