Choose Your Client SDK

Photon makes multiplayer game development across platforms easy, last but not least for the broad support of platforms and APIs to develop for.
Select the SDK matching the API, platform and Photon product your title should run on.

문의처 는 여기에.

Unity http://unity3d.com/

이 SDK는 간결한 네트워킹 프레임워크 및 로드밸런싱 API를 구현하며, 프로그래머에게 상세한 제어 기능을 제공합니다. 또한, Unity의 개발법에 더욱 밀접하게 통합된 Photon Unity Networking(PUN)을 사용하시는 것도 하나의 방법입니다.

Photon Unity Networking(PUN)은 Unity가 제공하는 네트워크 기능과 매우 유사하기 때문에, Unity의 네트워킹을 다룬 경험이 있는 개발자는 곧 친숙하게 작업할 수 있을 것입니다.

PUN FREE는 여기서 다운로드 하실 수 있습니다.

해당 서비스:
All Supported (Mobile, PC, Consoles, Web, WebGL)
지원되는 버전:
v4.3.x (Consoles), v4.6.x (Stable) , v5.x (Stable)

Unity 3D SDK
v4.1.1.7
 

Unity 3D SDK

SDK versions available for download: v4.1.1.7

Readme


This is the readme for the Photon Client SDKs.
(C) Exit Games GmbH 2016



LoadBalancing Documentation
----------------------------------------------------------------------------------------------------
The API reference is included in this package as CHM file.
Find the current manuals, tutorials, API reference and more online:
http://doc.photonengine.com



Running the Demos
----------------------------------------------------------------------------------------------------
Our demos are built for the Photon Cloud for convenience (no initial server setup needed).
The service is free for development and signing up is instant and without obligation.

Every game title on the Cloud gets it's own AppId string which must be copied into the clients.
The demos use a property "AppId" in the source files. Set it's value before you build them.

Sign In:             https://www.photonengine.com/en/Account/SignIn
AppId in Dashboard:  https://www.photonengine.com/dashboard

Each application type has it's own AppId (e.g Realtime and Chat).
You will find specific sections of the Dashboard per application type.


Alternatively you can host a "Photon Cloud" yourself. The AppId is not used in that case.
Download the server SDK here:
https://www.photonengine.com/OnPremise/Download

How to start the server:
http://doc.photonengine.com/en/onpremise/current/getting-started/photon-server-in-5min




Chat Documentation
----------------------------------------------------------------------------------------------------
    http://doc.photonengine.com/en/chat
    http://forum.photonengine.com


Implementing Photon Chat
----------------------------------------------------------------------------------------------------
    Photon Chat is separated from other Photon Applications, so it needs it's own AppId.
    Our demos usually don't have an AppId set.
    In code, find "<your appid>" to copy yours in. In Unity, we usually use a component
    to set the AppId via the Inspector. Look for the "Scripts" GameObject in the scenes.

    Register your Chat Application in the Dashboard:
    https://www.photonengine.com/en/Chat/Dashboard

    The class ChatClient and the interface IChatClientListener wrap up most important parts
    of the Chat API. Please refer to their documentation on how to use this API.
    More documentation will follow.

    If you use Unity, copy the source from the ChatApi folder into your project.
    It should run in most cases (unless your Photon assembly is very old).




Unity Notes
----------------------------------------------------------------------------------------------------
If you don't use Unity, skip this chapter.


We assume you're using Unity 5.x. 
The demos are prepared to export for Standalone, not WSA or other.

The SDK contains a "PhotonAssets" folder. To import Photon into your project, copy it's content 
into your project's Asset folder. You may need to setup the DLLs in Unity 5 Inspector to export 
for your platform(s).


Currently supported export platforms are:
    Standalone (Windows, OSx and Linux)
    Web (Windows and MacOS)
    WebGL
    iOS         (Unity 4 needs iOS Pro Unity license)
    Android     (Unity 4 needs Android Pro Unity license)
    Windows Store 8.1 and 10    (including Phone and UWP with one library)
    PS3, PS4 and XBox           (certified developers should get in contact with us on demand)


All Unity projects must use ExitGames.Client.Photon.Hashtable!
This provides compatibility across all exports.
Add this to your code (at the beginning), to resolve the "ambiguous Hashtable" declaration:
using Hashtable = ExitGames.Client.Photon.Hashtable;


Web players do a policy-file request to port TCP 843 before they connect to a remote server.
The Photon Cloud and Server SDK will handle these requests.
If you host the server, open the additional "policy request" port: TCP 843. If you configure
your server applications, run "Policy Application" for webplayers.


How to add Photon to your Unity project:
1) The Unity SDK contains a "PhotonAssets" folder. 
   Copy the content of PhotonAssets\ into your project's Assets folder.
2) Make sure to have the following line of code in your scripts to make it run in background:
   Application.runInBackground = true; //without this Photon will loose connection if not focussed
3) Add "using Hashtable = ExitGames.Client.Photon.Hashtable;" to your scripts. Without quotation.
4) iOS build settings (Edit->Project Settings->Player)
   "iPhone Stripping Level" to "Strip Bytecode" and use
   "DotNet 2.0 Subset".
5) If you host Photon, change the server address in the client. A default of "localhost:5055" won't work on device.
6) Implement OnApplicationQuit() and disconnect the client when the app stops.



Windows Store Notes
----------------------------------------------------------------------------------------------------
To run demos on a smartphone or simulator, you need to setup your server's network address or
use the Photon Cloud.

We assume you run a Photon Server on the same development machine, so by default, our demos have a
address set to "127.0.0.1:5055" and use UDP.
Demos for LoadBalancing or the Cloud will be set to: "ns.exitgames.com:5055" and use UDP.

Search the code and replace those values to run the demos on your own servers or in a simulator.
The Peer.Connect() method is usually used to set the server's address.

A smartphone has it's own IP address, so 127.0.0.1 will contact the phone instead of the machine
that also runs Photon.



Expand Collapse

.NET http://www.microsoft.com/net

.NET SDK
v4.1.1.6
 

.NET SDK

SDK versions available for download: v4.1.1.6

Readme


This is the readme for the Photon Client SDKs.
(C) Exit Games GmbH 2016



LoadBalancing Documentation
----------------------------------------------------------------------------------------------------
The API reference is included in this package as CHM file.
Find the current manuals, tutorials, API reference and more online:
http://doc.photonengine.com



Running the Demos
----------------------------------------------------------------------------------------------------
Our demos are built for the Photon Cloud for convenience (no initial server setup needed).
The service is free for development and signing up is instant and without obligation.

Every game title on the Cloud gets it's own AppId string which must be copied into the clients.
The demos use a property "AppId" in the source files. Set it's value before you build them.

Sign In:             https://www.photonengine.com/en/Account/SignIn
AppId in Dashboard:  https://www.photonengine.com/dashboard

Each application type has it's own AppId (e.g Realtime and Chat).
You will find specific sections of the Dashboard per application type.


Alternatively you can host a "Photon Cloud" yourself. The AppId is not used in that case.
Download the server SDK here:
https://www.photonengine.com/OnPremise/Download

How to start the server:
http://doc.photonengine.com/en/onpremise/current/getting-started/photon-server-in-5min




Chat Documentation
----------------------------------------------------------------------------------------------------
    http://doc.photonengine.com/en/chat
    http://forum.photonengine.com


Implementing Photon Chat
----------------------------------------------------------------------------------------------------
    Photon Chat is separated from other Photon Applications, so it needs it's own AppId.
    Our demos usually don't have an AppId set.
    In code, find "<your appid>" to copy yours in. In Unity, we usually use a component
    to set the AppId via the Inspector. Look for the "Scripts" GameObject in the scenes.

    Register your Chat Application in the Dashboard:
    https://www.photonengine.com/en/Chat/Dashboard

    The class ChatClient and the interface IChatClientListener wrap up most important parts
    of the Chat API. Please refer to their documentation on how to use this API.
    More documentation will follow.

    If you use Unity, copy the source from the ChatApi folder into your project.
    It should run in most cases (unless your Photon assembly is very old).




Unity Notes
----------------------------------------------------------------------------------------------------
If you don't use Unity, skip this chapter.


We assume you're using Unity 5.x. 
The demos are prepared to export for Standalone, not WSA or other.

The SDK contains a "PhotonAssets" folder. To import Photon into your project, copy it's content 
into your project's Asset folder. You may need to setup the DLLs in Unity 5 Inspector to export 
for your platform(s).


Currently supported export platforms are:
    Standalone (Windows, OSx and Linux)
    Web (Windows and MacOS)
    WebGL
    iOS         (Unity 4 needs iOS Pro Unity license)
    Android     (Unity 4 needs Android Pro Unity license)
    Windows Store 8.1 and 10    (including Phone and UWP with one library)
    PS3, PS4 and XBox           (certified developers should get in contact with us on demand)


All Unity projects must use ExitGames.Client.Photon.Hashtable!
This provides compatibility across all exports.
Add this to your code (at the beginning), to resolve the "ambiguous Hashtable" declaration:
using Hashtable = ExitGames.Client.Photon.Hashtable;


Web players do a policy-file request to port TCP 843 before they connect to a remote server.
The Photon Cloud and Server SDK will handle these requests.
If you host the server, open the additional "policy request" port: TCP 843. If you configure
your server applications, run "Policy Application" for webplayers.


How to add Photon to your Unity project:
1) The Unity SDK contains a "PhotonAssets" folder. 
   Copy the content of PhotonAssets\ into your project's Assets folder.
2) Make sure to have the following line of code in your scripts to make it run in background:
   Application.runInBackground = true; //without this Photon will loose connection if not focussed
3) Add "using Hashtable = ExitGames.Client.Photon.Hashtable;" to your scripts. Without quotation.
4) iOS build settings (Edit->Project Settings->Player)
   "iPhone Stripping Level" to "Strip Bytecode" and use
   "DotNet 2.0 Subset".
5) If you host Photon, change the server address in the client. A default of "localhost:5055" won't work on device.
6) Implement OnApplicationQuit() and disconnect the client when the app stops.



Windows Store Notes
----------------------------------------------------------------------------------------------------
To run demos on a smartphone or simulator, you need to setup your server's network address or
use the Photon Cloud.

We assume you run a Photon Server on the same development machine, so by default, our demos have a
address set to "127.0.0.1:5055" and use UDP.
Demos for LoadBalancing or the Cloud will be set to: "ns.exitgames.com:5055" and use UDP.

Search the code and replace those values to run the demos on your own servers or in a simulator.
The Peer.Connect() method is usually used to set the server's address.

A smartphone has it's own IP address, so 127.0.0.1 will contact the phone instead of the machine
that also runs Photon.



Expand Collapse

Cocos2d-x http://www.cocos2d-x.org/

지원되는 버전:
v2.x and v3.x

Android NDK SDK
v4.1.5.1
 

Android NDK SDK

SDK versions available for download: v4.1.5.1

Readme


Photon Android NDK SDK
------------------------------------------

Photon is the world's #1 independent networking engine and multiplayer platform - Fast, reliable, scalable.

Use the Photon Android NDK SDK to easily add multiplayer to your games.
Run them in the global Photon Cloud or host your own Photon Servers.
Match your players to a shared game session (called "room") and transfer messages synchronously, in real-time, between connected players across platforms.
All client SDKs can interact with each other, no matter if iOS, Android, web, console or standalone.


Package Contents
------------------------------------------

/doc                 - Release history, API documentation
/Chat-cpp            - Photon Chat sources
/Common-cpp          - common sources
/LoadBalancing-cpp   - Loadbalancing specific sources
/Photon-cpp          - common Photon sources
/Demos
    
	/demo_basics:
	The demo client is basically a 'Hello World'. So it's the best place to start if you are new to the SDK.
	
	/demo_chat:
	The demo shows a basic way of using the Photon Chat API with a graphical user interface. This uses the Cocos2D-x graphics engine.
	
    /demo_loadbalancing:
    The demo client connects to a master server and shows how to create a room, join a random game and how to send and receive events within a running game.

	/demo_memory:
	This demo displays Photon's asynchronous turnbased features in a game of Memory. This uses the Cocos2D-x graphics engine.
	
	/demo_particle:
	The demo client connects to a master server and shows the random matchmaking mechanism, how to create a room and how to send and receive events within a running game.
    Players move 'their' blocks around and the positions are updated in realtime between clients. The UI shows areas of interest when activated. This uses the Cocos2D-x graphics engine.
	
	/demo_typeSupport:
    This demo displays the proper use of Photon's serializable data types.
	

Contact
------------------------------------------

To get in touch with other Photon developers and our engineers, visit our Developer Forum:
https://forum.photonengine.com  
Keep yourself up to date following Exit Games on Twitter http://twitter.com/exitgames
and our blog at http://blog.photonengine.com/.



Expand Collapse

iOS SDK

SDK versions available for download: v4.1.5.1

Readme


Photon iOS SDK
------------------------------------------

Photon is the world's #1 independent networking engine and multiplayer platform — Fast, reliable, scalable.

Use the Photon iOS SDK to easily add multiplayer to your games.
Run them in the global Photon Cloud or host your own Photon Servers.
Match your players to a shared game session (called "room") and transfer messages synchronously, in real-time, between connected players across platforms.
All client SDKs can interact with each other, no matter if iOS, Android, web, console or standalone.


Package Contents
------------------------------------------

/Chat-cpp            - Photon Chat sources
/Chat-objc           - Photon Chat sources Objective-C
/Common-cpp          - common sources
/Common-objc         - common sources Objective-C
/doc                 - Release history, API documentation
/LoadBalancing-cpp   - Loadbalancing specific sources
/LoadBalancing-objc  - Loadbalancing specific sources Objective-C
/Photon-cpp          - common Photon sources
/Photon-objc         - common Photon sources Objective-C
/Demos

    /demo_basics:
	The demo client is basically a 'Hello World'. So it's the best place to start if you are new to the SDK. It is implemented in C++.
	
	/demo_chat:
	The demo shows a basic way of using the Photon Chat API with a graphical user interface. This uses the Cocos2D-x graphics engine and is implemented in C++.
	
	/demo_chat_objc:
	The demo shows a basic way of using the Photon Chat API within a console. It is implemented in Objective-C.
	
	/demo_iPhone_realtime_objc:
	The demo client connects to a Photon Server running the Lite application and and shows how to create a room and how to send and receive events within a running game.
    Players move 'their' blocks around and the positions are updated in realtime between clients. It uses the Cocos2D-iPhone graphics engine and is implemented in Objective-C.
	
	/demo_loadBalancing:
	The demo client connects to a master server and shows how to create a room, join a random game and how to send and receive events within a running game. It is implemented in C++.
	 
	/demo_loadBalancing_objc:
	The demo client connects to a master server and shows how to create a room, join a random game and how to send and receive events within a running game. It is implemented in Objective-C.
	
	/demo_loadBalancing_swift:
	The demo client connects to a master server and shows how to create a room, join a random game and how to send and receive events within a running game. It is implemented in Swift.
	
	/demo_memory:
	This demo displays Photon's asynchronous turnbased features in a game of Memory. This uses the Cocos2D-x graphics engine. It is implemented in C++.
	
	/demo_particle:
	The demo client connects to a master server and shows the random matchmaking mechanism, how to create a room and how to send and receive events within a running game.
    Players move 'their' blocks around and the positions are updated in realtime between clients. The UI shows areas of interest when activated. This uses the Cocos2D-x graphics engine.
	It is implemented in C++.
	
	/demo_typeSupport:
	This demo displays the proper use of Photon's serializable data types. It is implemented in C++.
	
	/demo_typeSupport_objc:
    This demo displays the proper use of Photon's serializable data types. It is implemented in Objective-C.
	

Contact
------------------------------------------

To get in touch with other Photon developers and our engineers, visit our Developer Forum:
https://forum.photonengine.com  
Keep yourself up to date following Exit Games on Twitter http://twitter.com/exitgames
and our blog at http://blog.photonengine.com/.
Expand Collapse
Marmalade SDK
v4.1.5.0
 

Marmalade SDK

SDK versions available for download: v4.1.5.0

Readme


Photon Marmalade SDK
------------------------------------------

Photon is the world's #1 independent networking engine and multiplayer platform — Fast, reliable, scalable.

Use the Photon Marmalade SDK to easily add multiplayer to your games.
Run them in the global Photon Cloud or host your own Photon Servers.
Match your players to a shared game session (called "room") and transfer messages synchronously, in real-time, between connected players across platforms.
All client SDKs can interact with each other, no matter if iOS, Android, web, console or standalone.


Package Contents
------------------------------------------

defines.txt
/Chat-cpp            - Photon Chat sources
/Common-cpp          - common sources
/doc                 - Release history, API documentation
/LoadBalancing-cpp   - Loadbalancing specific sources
/Photon-cpp          - common Photon sources
/Demos

    /demo_basics:
	The demo client is basically a 'Hello World'. So it's the best place to start if you are new to the SDK.
	
	/demo_chat:
	The demo shows a basic way of using the Photon Chat API with a graphical user interface. This uses the Cocos2D-x graphics engine.
	
    /demo_loadbalancing:
    The demo client connects to a master server and shows how to create a room, join a random game and how to send and receive events within a running game.

	/demo_memory:
	This demo displays Photon's asynchronous turnbased features in a game of Memory. This uses the Cocos2D-x graphics engine.
	
	/demo_particle:
	The demo client connects to a master server and shows the random matchmaking mechanism, how to create a room and how to send and receive events within a running game.
    Players move 'their' blocks around and the positions are updated in realtime between clients. The UI shows areas of interest when activated. This uses the Cocos2D-x graphics engine.
	
	/demo_typeSupport:
    This demo displays the proper use of Photon's serializable data types.
	
	
Contact
------------------------------------------

To get in touch with other Photon developers and our engineers, visit our Developer Forum:
https://forum.photonengine.com  
Keep yourself up to date following Exit Games on Twitter http://twitter.com/exitgames
and our blog at http://blog.photonengine.com/.
Expand Collapse
Windows SDK
v4.1.5.1
 

Windows SDK

SDK versions available for download: v4.1.5.1

Readme


Photon Windows SDK
------------------------------------------

Photon is the world's #1 independent networking engine and multiplayer platform — Fast, reliable, scalable.

Use the Photon Windows SDK to easily add multiplayer to your games.
Run them in the global Photon Cloud or host your own Photon Servers.
Match your players to a shared game session (called "room") and transfer messages synchronously, in real-time, between connected players across platforms.
All client SDKs can interact with each other, no matter if iOS, Android, web, console or standalone.


Package Contents
------------------------------------------

/Chat-cpp              - Photon Chat sources
/Common-cpp            - common sources
/doc                   - Release history, API documentation
/LoadBalancing-cpp     - Loadbalancing specific sources
/Photon-cpp            - common Photon sources
/Demos
    
	/demo_basics:
	The demo client is basically a 'Hello World'. So it's the best place to start if you are new to the SDK.
	
	/demo_chat:
	The demo shows a basic way of using the Photon Chat API.
	
    /demo_loadbalancing:
    The demo client connects to a master server and shows how to create a room, join a random game and how to send and receive events within a running game.

	/demo_memory:
	This demo displays Photon's asynchronous turnbased features in a game of Memory. This uses the Cocos2D-x graphics engine.
	
	/demo_particle:
	The demo client connects to a master server and shows the random matchmaking mechanism, how to create a room and how to send and receive events within a running game.
    Players move 'their' blocks around and the positions are updated in realtime between clients.
	
	/demo_typeSupport:
    This demo displays the proper use of Photon's serializable data types.
	

Contact
------------------------------------------

To get in touch with other Photon developers and our engineers, visit our Developer Forum:
https://forum.photonengine.com  
Keep yourself up to date following Exit Games on Twitter http://twitter.com/exitgames
and our blog at http://blog.photonengine.com/.
Expand Collapse

Single Platform

Android NDK SDK
v4.1.5.1
 

Android NDK SDK

SDK versions available for download: v4.1.5.1

Readme


Photon Android NDK SDK
------------------------------------------

Photon is the world's #1 independent networking engine and multiplayer platform - Fast, reliable, scalable.

Use the Photon Android NDK SDK to easily add multiplayer to your games.
Run them in the global Photon Cloud or host your own Photon Servers.
Match your players to a shared game session (called "room") and transfer messages synchronously, in real-time, between connected players across platforms.
All client SDKs can interact with each other, no matter if iOS, Android, web, console or standalone.


Package Contents
------------------------------------------

/doc                 - Release history, API documentation
/Chat-cpp            - Photon Chat sources
/Common-cpp          - common sources
/LoadBalancing-cpp   - Loadbalancing specific sources
/Photon-cpp          - common Photon sources
/Demos
    
	/demo_basics:
	The demo client is basically a 'Hello World'. So it's the best place to start if you are new to the SDK.
	
	/demo_chat:
	The demo shows a basic way of using the Photon Chat API with a graphical user interface. This uses the Cocos2D-x graphics engine.
	
    /demo_loadbalancing:
    The demo client connects to a master server and shows how to create a room, join a random game and how to send and receive events within a running game.

	/demo_memory:
	This demo displays Photon's asynchronous turnbased features in a game of Memory. This uses the Cocos2D-x graphics engine.
	
	/demo_particle:
	The demo client connects to a master server and shows the random matchmaking mechanism, how to create a room and how to send and receive events within a running game.
    Players move 'their' blocks around and the positions are updated in realtime between clients. The UI shows areas of interest when activated. This uses the Cocos2D-x graphics engine.
	
	/demo_typeSupport:
    This demo displays the proper use of Photon's serializable data types.
	

Contact
------------------------------------------

To get in touch with other Photon developers and our engineers, visit our Developer Forum:
https://forum.photonengine.com  
Keep yourself up to date following Exit Games on Twitter http://twitter.com/exitgames
and our blog at http://blog.photonengine.com/.



Expand Collapse
Emscripten SDK
v4.1.5.1
 

Emscripten SDK

SDK versions available for download: v4.1.5.1

Readme


Photon Emscripten SDK
------------------------------------------

Photon is the world's #1 independent networking engine and multiplayer platform — Fast, reliable, scalable.

Use the Photon Emscripten SDK to easily add multiplayer to your games.
Run them in the global Photon Cloud or host your own Photon Servers.
Match your players to a shared game session (called "room") and transfer messages synchronously, in real-time, between connected players across platforms.
All client SDKs can interact with each other, no matter if iOS, Android, web, console or standalone.


Package Contents
------------------------------------------

/Common-cpp          - common sources
/doc                 - Release history, API documentation
/LoadBalancing-cpp   - Loadbalancing specific sources
/Photon-cpp          - common Photon sources
/Demos

    /demo_loadbalancing:
	The demo client connects to a master server and shows how to create a room, join a random game and how to send and receive events within a running game.
	
	/shared:
    This folder holds all applications used by various demos.
	
	
Contact
------------------------------------------

To get in touch with other Photon developers and our engineers, visit our Developer Forum:
https://forum.photonengine.com  
Keep yourself up to date following Exit Games on Twitter http://twitter.com/exitgames
and our blog at http://blog.photonengine.com/.
Expand Collapse

iOS SDK

SDK versions available for download: v4.1.5.1

Readme


Photon iOS SDK
------------------------------------------

Photon is the world's #1 independent networking engine and multiplayer platform — Fast, reliable, scalable.

Use the Photon iOS SDK to easily add multiplayer to your games.
Run them in the global Photon Cloud or host your own Photon Servers.
Match your players to a shared game session (called "room") and transfer messages synchronously, in real-time, between connected players across platforms.
All client SDKs can interact with each other, no matter if iOS, Android, web, console or standalone.


Package Contents
------------------------------------------

/Chat-cpp            - Photon Chat sources
/Chat-objc           - Photon Chat sources Objective-C
/Common-cpp          - common sources
/Common-objc         - common sources Objective-C
/doc                 - Release history, API documentation
/LoadBalancing-cpp   - Loadbalancing specific sources
/LoadBalancing-objc  - Loadbalancing specific sources Objective-C
/Photon-cpp          - common Photon sources
/Photon-objc         - common Photon sources Objective-C
/Demos

    /demo_basics:
	The demo client is basically a 'Hello World'. So it's the best place to start if you are new to the SDK. It is implemented in C++.
	
	/demo_chat:
	The demo shows a basic way of using the Photon Chat API with a graphical user interface. This uses the Cocos2D-x graphics engine and is implemented in C++.
	
	/demo_chat_objc:
	The demo shows a basic way of using the Photon Chat API within a console. It is implemented in Objective-C.
	
	/demo_iPhone_realtime_objc:
	The demo client connects to a Photon Server running the Lite application and and shows how to create a room and how to send and receive events within a running game.
    Players move 'their' blocks around and the positions are updated in realtime between clients. It uses the Cocos2D-iPhone graphics engine and is implemented in Objective-C.
	
	/demo_loadBalancing:
	The demo client connects to a master server and shows how to create a room, join a random game and how to send and receive events within a running game. It is implemented in C++.
	 
	/demo_loadBalancing_objc:
	The demo client connects to a master server and shows how to create a room, join a random game and how to send and receive events within a running game. It is implemented in Objective-C.
	
	/demo_loadBalancing_swift:
	The demo client connects to a master server and shows how to create a room, join a random game and how to send and receive events within a running game. It is implemented in Swift.
	
	/demo_memory:
	This demo displays Photon's asynchronous turnbased features in a game of Memory. This uses the Cocos2D-x graphics engine. It is implemented in C++.
	
	/demo_particle:
	The demo client connects to a master server and shows the random matchmaking mechanism, how to create a room and how to send and receive events within a running game.
    Players move 'their' blocks around and the positions are updated in realtime between clients. The UI shows areas of interest when activated. This uses the Cocos2D-x graphics engine.
	It is implemented in C++.
	
	/demo_typeSupport:
	This demo displays the proper use of Photon's serializable data types. It is implemented in C++.
	
	/demo_typeSupport_objc:
    This demo displays the proper use of Photon's serializable data types. It is implemented in Objective-C.
	

Contact
------------------------------------------

To get in touch with other Photon developers and our engineers, visit our Developer Forum:
https://forum.photonengine.com  
Keep yourself up to date following Exit Games on Twitter http://twitter.com/exitgames
and our blog at http://blog.photonengine.com/.
Expand Collapse
JavaScript SDK
v4.0.0.5
 

JavaScript SDK

SDK versions available for download: v4.0.0.5

Readme

Photon Client Javascript SDK readme.
(C) Exit Games GmbH 2016


Overview 
----------------------------------------------------------------------------------------------------
The Photon Javascript library provides a simple to use framework to access the Photon Server
and the Photon Cloud. It works on many up to date browsers using either native WebSocket or 
a Flash plugin.
Cross platform communication is possible, so Javascript clients can send events to DotNet 
or native clients. This might require some adjustments on other platforms. This is shown by the 
"Particle" demo. The SDK supports 2 APIs.


LoadBalancing API (Realtime and Turnbased)
----------------------------------------------------------------------------------------------------
LoadBalancing API allows to access Photon Cloud Realtime and Turnbased services as well as 
Photon Server LoadBalancing Application:
https://doc.photonengine.com/en/realtime/current/getting-started/realtime-intro
https://doc.photonengine.com/en/turnbased/current/getting-started/turnbased-intro
https://doc.photonengine.com/en/onpremise/current/reference/load-balancing


Chat API
----------------------------------------------------------------------------------------------------
Chat API allows to access Photon Chat service:
https://doc.photonengine.com/en/chat/current/getting-started/chat-intro


Documentation
----------------------------------------------------------------------------------------------------
The reference documentation is in this package. Follow links per API above for more documentation 
for Photon development.


Download
----------------------------------------------------------------------------------------------------
The latest version of Javascript SDK can be found at
https://www.photonengine.com/Realtime/Download


Contact
----------------------------------------------------------------------------------------------------
To get in touch with other Photon developers and our engineers, visit our Developer Forum:
http://forum.photonengine.com
Keep yourself up to date following Exit Games on Twitter http://twitter.com/exitgames
and our blog at http://blog.photonengine.com


Package Contents
----------------------------------------------------------------------------------------------------
license.txt         - the license terms
install.txt         - installation info
readme.txt          - this readme text
release_history.txt - release history
/doc                - the Javascript API reference documentation
/lib                - the different versions of the lib
/src    
    /demo-loadbalancing     - basic Realtime application (Loadbalancing API) demo
    /demo-particle          - demo showing more of the Loadbalancing API's features
    /demo-pairs-mc          - Turnbased application demo
    /demo-chat-api          - demo showing Photon Chat API's features
    /Photon                 - library typescript source files
    PhotonWebsockets.sln    - Visual Studio solution file for samples typescript projects
                              (Typescript minimal version 1.0.0.0 required)
Expand Collapse
Linux SDK
v4.1.5.1
 

Linux SDK

SDK versions available for download: v4.1.5.1

Readme


Photon Linux SDK
------------------------------------------

Photon is the world's #1 independent networking engine and multiplayer platform — Fast, reliable, scalable.

Use the Photon Linux SDK to easily add multiplayer to your games.
Run them in the global Photon Cloud or host your own Photon Servers.
Match your players to a shared game session (called "room") and transfer messages synchronously, in real-time, between connected players across platforms.
All client SDKs can interact with each other, no matter if iOS, Android, web, console or standalone.


Package Contents
------------------------------------------

/Chat-cpp            - Photon Chat sources
/Common-cpp          - common sources
/doc                 - Release history, API documentation
/LoadBalancing-cpp   - Loadbalancing specific sources
/Photon-cpp          - common Photon sources
/Demos

    /demo_basics:
	The demo client is basically a 'Hello World'. So it's the best place to start if you are new to the SDK.
	
	/demo_chat:
	The demo shows a basic way of using the Photon Chat API in a console.
	
	/demo_loadBalancing:
	The demo client connects to a master server and shows how to create a room, join a random game and how to send and receive events within a running game.
	
	/demo_particle:
	The demo client connects to a master server and shows the random matchmaking mechanism, how to create a room and how to send and receive events within a running game.
    Blocks are being moved automatically and the positions are updated in realtime between clients. This is a console application.
	
	/demo_typeSupport:
	This demo displays the proper use of Photon's serializable data types.


Contact
------------------------------------------

To get in touch with other Photon developers and our engineers, visit our Developer Forum:
https://forum.photonengine.com  
Keep yourself up to date following Exit Games on Twitter http://twitter.com/exitgames
and our blog at http://blog.photonengine.com/.
Expand Collapse

Mac OS X SDK

SDK versions available for download: v4.1.5.1

Readme


Photon Mac OS X SDK
------------------------------------------

Photon is the world's #1 independent networking engine and multiplayer platform — Fast, reliable, scalable.

Use the Photon Mac OS X SDK to easily add multiplayer to your games.
Run them in the global Photon Cloud or host your own Photon Servers.
Match your players to a shared game session (called "room") and transfer messages synchronously, in real-time, between connected players across platforms.
All client SDKs can interact with each other, no matter if iOS, Android, web, console or standalone.


Package Contents
------------------------------------------

/Chat-cpp            - Photon Chat sources
/Chat-objc           - Photon Chat sources Objective-C
/Common-cpp          - common sources
/Common-objc         - common sources Objective-C
/doc                 - Release history, IPA documentation
/LoadBalancing-cpp   - Loadbalancing specific sources
/LoadBalancing-objc  - Loadbalancing specific sources Objective-C
/Photon-cpp          - common Photon sources
/Photon-objc         - common Photon sources Objective-C
/Demos
	
	/demo_basics:
	The demo client is basically a 'Hello World'. So it's the best place to start if you are new to the SDK. It is implemented in C++.
	
	/demo_chat:
    The demo shows a basic way of using the Photon Chat API within a console. It is implemented in C++.	
	
	/demo_loadBalancing:
	The demo client connects to a master server and shows how to create a room, join a random game and how to send and receive events within a running game. It is implemented in C++.
	 
	/demo_loadBalancing_objc:
	The demo client connects to a master server and shows how to create a room, join a random game and how to send and receive events within a running game. It is implemented in Objective-C.
	
	/demo_loadBalancing_swift:
	The demo client connects to a master server and shows how to create a room, join a random game and how to send and receive events within a running game. It is implemented in Swift.
	
	/demo_particle:
	The demo client connects to a master server and shows the random matchmaking mechanism, how to create a room and how to send and receive events within a running game.
    Blocks are being moved automatically and the positions are updated in realtime between clients. This is a console application which is implemented in C++.
	
	/demo_typeSupport:
	This demo displays the proper use of Photon's serializable data types. It is implemented in C++.
	
	/demo_typeSupport_objc:
    This demo displays the proper use of Photon's serializable data types. It is implemented in Objective-C.
	

Contact
------------------------------------------

To get in touch with other Photon developers and our engineers, visit our Developer Forum:
https://forum.photonengine.com  
Keep yourself up to date following Exit Games on Twitter http://twitter.com/exitgames
and our blog at http://blog.photonengine.com/.
Expand Collapse

tvOS SDK

SDK versions available for download: v4.1.5.1

Readme


Photon tvOS SDK
------------------------------------------

Photon is the world's #1 independent networking engine and multiplayer platform — Fast, reliable, scalable.

Use the Photon tvOS SDK to easily add multiplayer to your games.
Run them in the global Photon Cloud or host your own Photon Servers.
Match your players to a shared game session (called "room") and transfer messages synchronously, in real-time, between connected players across platforms.
All client SDKs can interact with each other, no matter if iOS, Android, web, console or standalone.


Package Contents
------------------------------------------

/Chat-cpp                - Photon Chat sources
/Chat-objc               - Photon Chat sources Objective-C
/Common-cpp              - common sources
/Common-objc             - common sources Objective-C
/doc                     - Release history, API documentation
/LoadBalancing-cpp       - Loadbalancing specific sources
/LoadBalancing-objc      - Loadbalancing specific sources Objective-C
/Photon-cpp              - common Photon sources
/Photon-objc             - common Photon sources Objective-C

For demos please look into the iOS SDK: http://doc.photonengine.com/en/realtime/current/sdks-and-api/sdk-ios 


Contact
------------------------------------------

To get in touch with other Photon developers and our engineers, visit our Developer Forum:
https://forum.photonengine.com  
Keep yourself up to date following Exit Games on Twitter http://twitter.com/exitgames
and our blog at http://blog.photonengine.com/.
Expand Collapse
Windows SDK
v4.1.5.1
 

Windows SDK

SDK versions available for download: v4.1.5.1

Readme


Photon Windows SDK
------------------------------------------

Photon is the world's #1 independent networking engine and multiplayer platform — Fast, reliable, scalable.

Use the Photon Windows SDK to easily add multiplayer to your games.
Run them in the global Photon Cloud or host your own Photon Servers.
Match your players to a shared game session (called "room") and transfer messages synchronously, in real-time, between connected players across platforms.
All client SDKs can interact with each other, no matter if iOS, Android, web, console or standalone.


Package Contents
------------------------------------------

/Chat-cpp              - Photon Chat sources
/Common-cpp            - common sources
/doc                   - Release history, API documentation
/LoadBalancing-cpp     - Loadbalancing specific sources
/Photon-cpp            - common Photon sources
/Demos
    
	/demo_basics:
	The demo client is basically a 'Hello World'. So it's the best place to start if you are new to the SDK.
	
	/demo_chat:
	The demo shows a basic way of using the Photon Chat API.
	
    /demo_loadbalancing:
    The demo client connects to a master server and shows how to create a room, join a random game and how to send and receive events within a running game.

	/demo_memory:
	This demo displays Photon's asynchronous turnbased features in a game of Memory. This uses the Cocos2D-x graphics engine.
	
	/demo_particle:
	The demo client connects to a master server and shows the random matchmaking mechanism, how to create a room and how to send and receive events within a running game.
    Players move 'their' blocks around and the positions are updated in realtime between clients.
	
	/demo_typeSupport:
    This demo displays the proper use of Photon's serializable data types.
	

Contact
------------------------------------------

To get in touch with other Photon developers and our engineers, visit our Developer Forum:
https://forum.photonengine.com  
Keep yourself up to date following Exit Games on Twitter http://twitter.com/exitgames
and our blog at http://blog.photonengine.com/.
Expand Collapse
Windows Store SDK
v4.1.5.1
 

Windows Store SDK

SDK versions available for download: v4.1.5.1

Readme


Photon Windows Store SDK
------------------------------------------

Photon is the world's #1 independent networking engine and multiplayer platform — Fast, reliable, scalable.

Use the Photon Windows Store SDK to easily add multiplayer to your games.
Run them in the global Photon Cloud or host your own Photon Servers.
Match your players to a shared game session (called "room") and transfer messages synchronously, in real-time, between connected players across platforms.
All client SDKs can interact with each other, no matter if iOS, Android, web, console or standalone.


Package Contents
------------------------------------------

/Chat-cpp              - Photon Chat sources
/Common-cpp            - common sources
/doc                   - Release history, API documentation
/LoadBalancing-cpp     - Loadbalancing specific sources
/Photon-cpp            - common Photon sources
/Demos
	
	/demo_loadBalancing:
	The demo client connects to a master server and shows how to create a room, join a random game and how to send and receive events within a running game.
	
	
Contact
------------------------------------------

To get in touch with other Photon developers and our engineers, visit our Developer Forum:
https://forum.photonengine.com  
Keep yourself up to date following Exit Games on Twitter http://twitter.com/exitgames
and our blog at http://blog.photonengine.com/.
Expand Collapse

Unreal Engine https://www.unrealengine.com

모든 C++ 기반 Photon SDK는 UNREAL ENGINE과 즉시 호환됩니다. 아래에서 UNREAL ENGINGE SDK와 함께 사용 가능한 멀티플레이어 SDK를 확인해 주십시오.
Photon Unreal Engine SDK 문서에 포함된 셋업 설명을 확인해 주십시오.

지원되는 버전:
Latest

Android NDK SDK
v4.1.5.1
 

Android NDK SDK

SDK versions available for download: v4.1.5.1

Readme


Photon Android NDK SDK
------------------------------------------

Photon is the world's #1 independent networking engine and multiplayer platform - Fast, reliable, scalable.

Use the Photon Android NDK SDK to easily add multiplayer to your games.
Run them in the global Photon Cloud or host your own Photon Servers.
Match your players to a shared game session (called "room") and transfer messages synchronously, in real-time, between connected players across platforms.
All client SDKs can interact with each other, no matter if iOS, Android, web, console or standalone.


Package Contents
------------------------------------------

/doc                 - Release history, API documentation
/Chat-cpp            - Photon Chat sources
/Common-cpp          - common sources
/LoadBalancing-cpp   - Loadbalancing specific sources
/Photon-cpp          - common Photon sources
/Demos
    
	/demo_basics:
	The demo client is basically a 'Hello World'. So it's the best place to start if you are new to the SDK.
	
	/demo_chat:
	The demo shows a basic way of using the Photon Chat API with a graphical user interface. This uses the Cocos2D-x graphics engine.
	
    /demo_loadbalancing:
    The demo client connects to a master server and shows how to create a room, join a random game and how to send and receive events within a running game.

	/demo_memory:
	This demo displays Photon's asynchronous turnbased features in a game of Memory. This uses the Cocos2D-x graphics engine.
	
	/demo_particle:
	The demo client connects to a master server and shows the random matchmaking mechanism, how to create a room and how to send and receive events within a running game.
    Players move 'their' blocks around and the positions are updated in realtime between clients. The UI shows areas of interest when activated. This uses the Cocos2D-x graphics engine.
	
	/demo_typeSupport:
    This demo displays the proper use of Photon's serializable data types.
	

Contact
------------------------------------------

To get in touch with other Photon developers and our engineers, visit our Developer Forum:
https://forum.photonengine.com  
Keep yourself up to date following Exit Games on Twitter http://twitter.com/exitgames
and our blog at http://blog.photonengine.com/.



Expand Collapse

iOS SDK

SDK versions available for download: v4.1.5.1

Readme


Photon iOS SDK
------------------------------------------

Photon is the world's #1 independent networking engine and multiplayer platform — Fast, reliable, scalable.

Use the Photon iOS SDK to easily add multiplayer to your games.
Run them in the global Photon Cloud or host your own Photon Servers.
Match your players to a shared game session (called "room") and transfer messages synchronously, in real-time, between connected players across platforms.
All client SDKs can interact with each other, no matter if iOS, Android, web, console or standalone.


Package Contents
------------------------------------------

/Chat-cpp            - Photon Chat sources
/Chat-objc           - Photon Chat sources Objective-C
/Common-cpp          - common sources
/Common-objc         - common sources Objective-C
/doc                 - Release history, API documentation
/LoadBalancing-cpp   - Loadbalancing specific sources
/LoadBalancing-objc  - Loadbalancing specific sources Objective-C
/Photon-cpp          - common Photon sources
/Photon-objc         - common Photon sources Objective-C
/Demos

    /demo_basics:
	The demo client is basically a 'Hello World'. So it's the best place to start if you are new to the SDK. It is implemented in C++.
	
	/demo_chat:
	The demo shows a basic way of using the Photon Chat API with a graphical user interface. This uses the Cocos2D-x graphics engine and is implemented in C++.
	
	/demo_chat_objc:
	The demo shows a basic way of using the Photon Chat API within a console. It is implemented in Objective-C.
	
	/demo_iPhone_realtime_objc:
	The demo client connects to a Photon Server running the Lite application and and shows how to create a room and how to send and receive events within a running game.
    Players move 'their' blocks around and the positions are updated in realtime between clients. It uses the Cocos2D-iPhone graphics engine and is implemented in Objective-C.
	
	/demo_loadBalancing:
	The demo client connects to a master server and shows how to create a room, join a random game and how to send and receive events within a running game. It is implemented in C++.
	 
	/demo_loadBalancing_objc:
	The demo client connects to a master server and shows how to create a room, join a random game and how to send and receive events within a running game. It is implemented in Objective-C.
	
	/demo_loadBalancing_swift:
	The demo client connects to a master server and shows how to create a room, join a random game and how to send and receive events within a running game. It is implemented in Swift.
	
	/demo_memory:
	This demo displays Photon's asynchronous turnbased features in a game of Memory. This uses the Cocos2D-x graphics engine. It is implemented in C++.
	
	/demo_particle:
	The demo client connects to a master server and shows the random matchmaking mechanism, how to create a room and how to send and receive events within a running game.
    Players move 'their' blocks around and the positions are updated in realtime between clients. The UI shows areas of interest when activated. This uses the Cocos2D-x graphics engine.
	It is implemented in C++.
	
	/demo_typeSupport:
	This demo displays the proper use of Photon's serializable data types. It is implemented in C++.
	
	/demo_typeSupport_objc:
    This demo displays the proper use of Photon's serializable data types. It is implemented in Objective-C.
	

Contact
------------------------------------------

To get in touch with other Photon developers and our engineers, visit our Developer Forum:
https://forum.photonengine.com  
Keep yourself up to date following Exit Games on Twitter http://twitter.com/exitgames
and our blog at http://blog.photonengine.com/.
Expand Collapse

Mac OS X SDK

SDK versions available for download: v4.1.5.1

Readme


Photon Mac OS X SDK
------------------------------------------

Photon is the world's #1 independent networking engine and multiplayer platform — Fast, reliable, scalable.

Use the Photon Mac OS X SDK to easily add multiplayer to your games.
Run them in the global Photon Cloud or host your own Photon Servers.
Match your players to a shared game session (called "room") and transfer messages synchronously, in real-time, between connected players across platforms.
All client SDKs can interact with each other, no matter if iOS, Android, web, console or standalone.


Package Contents
------------------------------------------

/Chat-cpp            - Photon Chat sources
/Chat-objc           - Photon Chat sources Objective-C
/Common-cpp          - common sources
/Common-objc         - common sources Objective-C
/doc                 - Release history, IPA documentation
/LoadBalancing-cpp   - Loadbalancing specific sources
/LoadBalancing-objc  - Loadbalancing specific sources Objective-C
/Photon-cpp          - common Photon sources
/Photon-objc         - common Photon sources Objective-C
/Demos
	
	/demo_basics:
	The demo client is basically a 'Hello World'. So it's the best place to start if you are new to the SDK. It is implemented in C++.
	
	/demo_chat:
    The demo shows a basic way of using the Photon Chat API within a console. It is implemented in C++.	
	
	/demo_loadBalancing:
	The demo client connects to a master server and shows how to create a room, join a random game and how to send and receive events within a running game. It is implemented in C++.
	 
	/demo_loadBalancing_objc:
	The demo client connects to a master server and shows how to create a room, join a random game and how to send and receive events within a running game. It is implemented in Objective-C.
	
	/demo_loadBalancing_swift:
	The demo client connects to a master server and shows how to create a room, join a random game and how to send and receive events within a running game. It is implemented in Swift.
	
	/demo_particle:
	The demo client connects to a master server and shows the random matchmaking mechanism, how to create a room and how to send and receive events within a running game.
    Blocks are being moved automatically and the positions are updated in realtime between clients. This is a console application which is implemented in C++.
	
	/demo_typeSupport:
	This demo displays the proper use of Photon's serializable data types. It is implemented in C++.
	
	/demo_typeSupport_objc:
    This demo displays the proper use of Photon's serializable data types. It is implemented in Objective-C.
	

Contact
------------------------------------------

To get in touch with other Photon developers and our engineers, visit our Developer Forum:
https://forum.photonengine.com  
Keep yourself up to date following Exit Games on Twitter http://twitter.com/exitgames
and our blog at http://blog.photonengine.com/.
Expand Collapse
Windows SDK
v4.1.5.1
 

Windows SDK

SDK versions available for download: v4.1.5.1

Readme


Photon Windows SDK
------------------------------------------

Photon is the world's #1 independent networking engine and multiplayer platform — Fast, reliable, scalable.

Use the Photon Windows SDK to easily add multiplayer to your games.
Run them in the global Photon Cloud or host your own Photon Servers.
Match your players to a shared game session (called "room") and transfer messages synchronously, in real-time, between connected players across platforms.
All client SDKs can interact with each other, no matter if iOS, Android, web, console or standalone.


Package Contents
------------------------------------------

/Chat-cpp              - Photon Chat sources
/Common-cpp            - common sources
/doc                   - Release history, API documentation
/LoadBalancing-cpp     - Loadbalancing specific sources
/Photon-cpp            - common Photon sources
/Demos
    
	/demo_basics:
	The demo client is basically a 'Hello World'. So it's the best place to start if you are new to the SDK.
	
	/demo_chat:
	The demo shows a basic way of using the Photon Chat API.
	
    /demo_loadbalancing:
    The demo client connects to a master server and shows how to create a room, join a random game and how to send and receive events within a running game.

	/demo_memory:
	This demo displays Photon's asynchronous turnbased features in a game of Memory. This uses the Cocos2D-x graphics engine.
	
	/demo_particle:
	The demo client connects to a master server and shows the random matchmaking mechanism, how to create a room and how to send and receive events within a running game.
    Players move 'their' blocks around and the positions are updated in realtime between clients.
	
	/demo_typeSupport:
    This demo displays the proper use of Photon's serializable data types.
	

Contact
------------------------------------------

To get in touch with other Photon developers and our engineers, visit our Developer Forum:
https://forum.photonengine.com  
Keep yourself up to date following Exit Games on Twitter http://twitter.com/exitgames
and our blog at http://blog.photonengine.com/.
Expand Collapse

Corona http://coronalabs.com/

해당 서비스:
iOS, Android, Kindle, Windows Phone
지원되는 버전:
Latest

Corona SDK
v4.0.0.2
 

Corona SDK

SDK versions available for download: v4.0.0.2

Readme


Photon Corona SDK
------------------------------------------

The Photon Lua library provides a simple to use framework to access the Photon Server
and the Photon Cloud from Lua scripts. 
Cross platform communication is possible, so Lua clients can send events to DotNet or
native clients. This might require some adjustments on other platforms. This is shown 
by the "Particle" demo.

The LoadBalancing API is compatible with the Photon Cloud and servers you host yourself, 
using the Photon Server SDK.

Find the latest Photon downloads at https://www.photonengine.com/en-us/realtime/download

The reference documentation is in this package.
More documentation for Photon development is available at http://doc.photonengine.com/.


Package Contents
------------------------------------------

license.txt           - the license terms
install.txt           - installation info
readme.txt            - this readme text
release_history.txt   - release history
doc                  - the Lua API reference documentation
lib                  - library
src/demo-console/autochat.lua                  - console automatic chat test using Lite
src/demo-console/autochat-lb.lua               - console automatic chat test using Cloud suport
src/demo-helloworld-cloud/main.lua             - Corona simple test using Lite
src/demo-particle/main.lua                     - Corona demo showing more of the API's features (Cloud, cross platform)
src/demo-particle/console.lua                  - console variant of particle demo
src/demo-memory/main.lua                       - Corona demo showing Photon Turnbased features
src/demo-chat/main.lua                         - Corona demo showing Photon Chat API's features

	
	
Contact
------------------------------------------

To get in touch with other Photon developers and our engineers, visit our Developer Forum:
https://forum.photonengine.com  
Keep yourself up to date following Exit Games on Twitter http://twitter.com/exitgames
and our blog at http://blog.photonengine.com/.
Expand Collapse

Marmalade https://www.madewithmarmalade.com

해당 서비스:
All Supported (iOS, Android, Windows, Mac OS, etc.)
지원되는 버전:
v8.x

Marmalade SDK
v4.1.5.0
 

Marmalade SDK

SDK versions available for download: v4.1.5.0

Readme


Photon Marmalade SDK
------------------------------------------

Photon is the world's #1 independent networking engine and multiplayer platform — Fast, reliable, scalable.

Use the Photon Marmalade SDK to easily add multiplayer to your games.
Run them in the global Photon Cloud or host your own Photon Servers.
Match your players to a shared game session (called "room") and transfer messages synchronously, in real-time, between connected players across platforms.
All client SDKs can interact with each other, no matter if iOS, Android, web, console or standalone.


Package Contents
------------------------------------------

defines.txt
/Chat-cpp            - Photon Chat sources
/Common-cpp          - common sources
/doc                 - Release history, API documentation
/LoadBalancing-cpp   - Loadbalancing specific sources
/Photon-cpp          - common Photon sources
/Demos

    /demo_basics:
	The demo client is basically a 'Hello World'. So it's the best place to start if you are new to the SDK.
	
	/demo_chat:
	The demo shows a basic way of using the Photon Chat API with a graphical user interface. This uses the Cocos2D-x graphics engine.
	
    /demo_loadbalancing:
    The demo client connects to a master server and shows how to create a room, join a random game and how to send and receive events within a running game.

	/demo_memory:
	This demo displays Photon's asynchronous turnbased features in a game of Memory. This uses the Cocos2D-x graphics engine.
	
	/demo_particle:
	The demo client connects to a master server and shows the random matchmaking mechanism, how to create a room and how to send and receive events within a running game.
    Players move 'their' blocks around and the positions are updated in realtime between clients. The UI shows areas of interest when activated. This uses the Cocos2D-x graphics engine.
	
	/demo_typeSupport:
    This demo displays the proper use of Photon's serializable data types.
	
	
Contact
------------------------------------------

To get in touch with other Photon developers and our engineers, visit our Developer Forum:
https://forum.photonengine.com  
Keep yourself up to date following Exit Games on Twitter http://twitter.com/exitgames
and our blog at http://blog.photonengine.com/.
Expand Collapse

Xamarin http://xamarin.com

해당 서비스:
iOS, Android, Windows, Mac OS
지원되는 버전:
Latest

Xamarin SDK
v4.0.0.4
 

Xamarin SDK

SDK versions available for download: v4.0.0.4

Readme


This is the readme for the Photon Client SDKs.
(C) Exit Games GmbH 2014



Reference Documentation
----------------------------------------------------------------------------------------------------
The API reference is included in this package as CHM file.
Find the current API reference, manuals, tutorials and more online:
http://doc.exitgames.com



Running the Demos
----------------------------------------------------------------------------------------------------
Our demos are built for the Photon Cloud to reduce the effort to run them. No server setup needed.
The service is free for development and signing up takes less than 5 minutes.

Every game title on the Cloud gets it's own AppId string, which must be copied into the clients. 
The demos use a property "AppId" in the source files. Set it's value before you build them.

Sign Up:                https://cloud.exitgames.com
App ID in Dashboard:    https://cloud.exitgames.com/dashboard

The Application ID is per application type (Realtime, Turnbased, Chat)!
You will find specific sections of the Dashboard per application type.


Alternatively you can host a "Photon Cloud" yourself and use any AppId. This is what you need to do:
- Download the Photon Server SDK (it comes as 7zip file or self-extracting exe).
- Unpack-
- Execute PhotonControl.exe.
- Click "Game Server IP Config" and pick a suitable IP address (local network or public).
- This IP must be used in your game as (master) server address. Don't forget the port after ":".
- Click "Loadbalancing (MyCloud)" and "Start as Application".

How to start the server:
http://doc.exitgames.com/en/onpremise/current/getting-started/photon-server-in-5min

Download the server SDK here:
https://www.exitgames.com/OnPremise/Download




Unity3d Notes
----------------------------------------------------------------------------------------------------
If you don't use Unity3D, skip this chapter.

Currently supported export platforms are: 
    Standalone (Windows, OSx and Linux)
    Web (Windows and MacOS)
    iOS (needs iOS Pro Unity license)
    Android (needs Android Pro Unity license)
    Windows 8 Store and Phone
    PS3, PS4 and XBox (certified developers should get in contact with us on demand)

As of v3.2.1.6 all Unity projects must use ExitGames.Client.Photon.Hashtable!
This provides compatibility with Win 8 RT and Win 8 Phone exports.
Add this to your code (at the beginning), to resolve the "ambiguous Hashtable" declaration:
using Hashtable = ExitGames.Client.Photon.Hashtable;

Web players do a policy-file request to port TCP 843 before they connect to a remote server. 
The Photon Cloud and Server SDK will handle these requests.
If you host the server, open the additional "policy request" port: TCP 843. If you configure
your server applications, run "Policy Application" for webplayers.


How to add Photon to your Unity project:
1) Copy the Photon .dll into the "Assets\Plugins" folder of your project. Avoid dll duplicates!
2) Make sure to have the following line of code somewhere in your scripts, to run it in background:
   Application.runInBackground = true; //without this Photon will loose connection if not focussed
3) Add "using Hashtable = ExitGames.Client.Photon.Hashtable;" to your scripts. Without quotation.
4) iOS build settings (Edit->Project Settings->Player) 
   "iPhone Stripping Level" to "Strip Bytecode" and use 
   "DotNet 2.0 subset".
   If your project runs fine in IDE but fails on device, check the "DotNet 2.0 Subset" option!
5) Change the server address in the client. A default of "localhost:5055" won't work on device.
6) Implement OnApplicationQuit() and disconnect the client when the app stops.



Windows Phone Notes
----------------------------------------------------------------------------------------------------
To run demos on a smartphone or simulator, you need to setup your server's network address or 
use the Photon Cloud. 

We assume you run a Photon Server on the same development machine, so by default, our demos have a 
address set to "127.0.0.1:5055" and use UDP.
Demos for LoadBalancing or the Cloud will be set to: "app.exitgamescloud.com:5055" and use UDP.

Search the code and replace those values to run the demos on your own servers or in a simulator.
The Peer.Connect() method is usually used to set the server's address.

A smartphone has it's own IP address, so 127.0.0.1 will contact the phone instead of the machine 
that also runs Photon.



Xamarin Notes
----------------------------------------------------------------------------------------------------
Edit MainActivity.cs with your own AppId (approx. line 33). Read "Running Loadbalancing Demos".
Alternatively change the ServerAddress to a Photon Server you are hosting. Don't forget the ":port".

Our library dlls are fully Xamarin.iOS, Xamarin.Android and Xamarin.mac compatible, 
but the projects to build them are not. So you can't reference the LoadBalancingApi project 
directly.
Instead, we reference the dlls to minimize the number of projects to maintain and potential for 
desaster.

The demo particle links directly to some of the source files of demo-particle-logic for similar 
reasons.

Let us know if our workflow doesn't work for you.




Playstation Mobile Notes
----------------------------------------------------------------------------------------------------
The demo by default connects to the EU Photon Cloud servers. You only need to register to run your 
own application (game) on it. This gives you the AppId which must be inserted into:
demo-particle-psm\AppMain.cs
Expand Collapse

Scirra, Construct 2 http://www.scirra.com/

해당 서비스:
All Supported (iOS, Android, HTML5, Windows, Mac OS, e.a.)

Scirra SDK
v4.0.0.5
 

Scirra SDK

SDK versions available for download: v4.0.0.5

Readme

Photon SDK for Scirra Construct 2 readme.  
(C) Exit Games GmbH 2016

Overview 
----------------------------------------------------------------------------------------------------
Photon SDK contains Scirra Construct 2 plugins exposing underlying Photon Javascript library 
functionality:
- Photon Realtime Plugin allows to develop multiplayer games with clients communicating through 
  Photon Cloud or self-hosted Photon Server. 
  Follow https://www.photonengine.com/en/Realtime for info on Photon Realtime.
- Photon Chat Plugin adds chat functionality to your game.
  Follow https://www.photonengine.com/en/Chat for info on Photon Chat.

Installation
----------------------------------------------------------------------------------------------------
- Drag and drop photon.c2addon and photon-chat.c2addon files into the Construct 2 window. 
  See Construct 2 documentation on plugins installation details.
- Register a new realtime app at https://www.photonengine.com/en/Dashboard/Realtime 
- Register a new chat app at https://www.photonengine.com/en/Dashboard/Chat

Running demos
----------------------------------------------------------------------------------------------------
- Find Photon object in project tree and set its AppId property to application id value from dashboard.
- Select Main layout.
- Run the application. Editor will open browser page. Copy url and open it in new browser pages.
- Check browser console for helpful info.
- Pool demo: all clients automatically join single room, each spawns the fish and notifies others 
  with fish positions. Click on the pool makes owned fish move to the click location.
- Test demo: automatically joins or creates new room. Pressing Leave will bring the client to the lobby 
  where client can create new room or join existing from list. Also, test event firing is available 
  inside the room (check other clients log for events receive report).
- Chat demo: start 2 or more clients. For every client, choose user id and press Connect. 
  When client is connected to front end, enter channel names separated by comma and press Subscribe. 
  Select channel in list, enter message and press Publish. Or specify destination user id and send 
  private message by pressing Send.

Package Contents
----------------------------------------------------------------------------------------------------
- license.txt         - the license terms
- readme.txt          - this readme text
- release_history.txt - changelog
- photon.c2addon      - Photon Realtime Plugin
- photon-chat.c2addon - Photon Chat Plugin
- demo-test.capx      - application for testing Photon Realtime features
- demo-pool.capx      - Realtime demo application
- demo-chat.capx      - Chat demo application

Documentation
----------------------------------------------------------------------------------------------------
There is no Photon Construct 2 Plugin specific documentation or tutorials available currently.  
General documentation on Photon Realtime: http://doc.photonengine.com/en-us/realtime/current/getting-started/realtime-intro  
Photon Chat documentation: http://doc.photonengine.com/en-us/chat/current/getting-started/chat-intro  
Underlying Photon Javascript API reference: http://doc-api.photonengine.com/en/javascript/current  

Demos included in the package show clear how plugin works and may be used as tempaltes for real projects.  
Short descriptions available for each plugin item in editor.

Download
----------------------------------------------------------------------------------------------------
The latest version of Photon Plugin for Scirra Construct 2 can be found at
https://www.photonengine.com/Realtime/Download

Contact
----------------------------------------------------------------------------------------------------
To get in touch with other Photon developers and our engineers, visit our Developer Forum:
http://forum.photonengine.com  
Keep yourself up to date following Exit Games on Twitter http://twitter.com/exitgames
and our blog at http://blog.photonengine.com  



Expand Collapse

PlayFab https://playfab.com/add-ons/photon/

해당 서비스:
All Supported
지원되는 버전:
최신

PlayFab SDK
최신
 

V-Play / Qt http://v-play.net/multiplayer/

해당 서비스:
All Supported
지원되는 버전:
최신


Photon Artwork

인디 라이센스를 이용하실 경우, 어플리케이션 내의 크레딧, Splash 화면에 눈에 띄는 Photon 로고를 넣어주세요.
물론 다른 곳에도 넣어주시는것도 웰컴!

Photon Artwork 다운로드하기


Q & A

의견이 있거나 생각을 공유하고 싶은 경우 저희에게 이메일을 보내 주시면 곧 답장해 드리겠습니다.

질문 을(를) 기다립니다. http://www.facebook.com/groups/photoncloudjp/ .
문서 을(를) 다음 위치에서 온라인 상태로 이용할 수 있습니다: https://doc.photonengine.com/ko-KR/realtime/current/ .
업데이트 정보 는 트위터를 통해 정기적으로 알려드립니다. http://www.twitter.com/photoncloudjp .