Photon SDK

Photon은 다양한 플랫폼에서의 멀티 플레이어 게임 개발이 간단하게 이루어질 수 있도록 도와주며,
개발에 필요한 플랫폼, API 등을 광범위하게 서포트합니다.

고객님의 프로젝트 를 위해 선택해 주세요:

제품
  • MULTIPLAYER
  • Realtime
  • PUN
  • BOLT
  • Quantum
  • COMMUNICATION
  • Chat
  • Voice
  • 온프레미스
엔진, 프레임워크,플랫폼
  • 클라이언트
  • 서버
  • .NET
  • Android
  • Cocos2d-x
  • Construct 2
  • Corona
  • Emscripten
  • HTML5
  • iOS
  • Linux
  • Mac OS X
  • Nintendo Switch
  • PlayStation 4
  • PS Vita
  • tvOS
  • Unity
  • Unreal Engine
  • V-Play / Qt
  • WebGL
  • Windows
  • Windows Store
  • Xamarin
  • Xbox One
언어
  • C++
  • C#
  • JavaScript
  • Lua
  • Objective C
  • TypeScript
 
Android
Realtime

Android

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/.



전개하기 접기
Cocos2d-x
Realtime

Cocos2d-x

ReadMe

All C++ based Photon SDKs are compatible with Cocos2d-x off the shelf! Find the SDKs you can gear it up with linked to below.
전개하기 접기
Construct 2
Realtime

Construct 2

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  



전개하기 접기
SDK를 다운로드
v4.1.0.0
문서
Realtime 기술문서
API 문서
JavaScriptAPI
Corona
Realtime

Corona

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/.
전개하기 접기
SDK를 다운로드
v4.0.0.2
문서
Realtime 기술문서
API 문서
LuaAPI
.NET
Realtime

.NET

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.



전개하기 접기
SDK를 다운로드
v4.1.1.17
문서
Realtime 기술문서
API 문서
C#API
Emscripten
Realtime

Emscripten

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/.
전개하기 접기
iOS
Realtime

iOS

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/.
전개하기 접기
JavaScript
Realtime

JavaScript

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)
전개하기 접기
Linux
Realtime

Linux

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/.
전개하기 접기
Mac OS X
Realtime

Mac OS X

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/.
전개하기 접기
Nintendo Switch
Realtime

Nintendo Switch

ReadMe


Photon Nintendo Switch SDK
------------------------------------------

Please contact the console producer on additional setup information or required authorization.

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

Use the Photon 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/.
전개하기 접기
PlayStation 4
Realtime

PlayStation 4

ReadMe


Photon PS4 SDK
------------------------------------------

Please contact the console producer on additional setup information or required authorization.

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

Use the Photon 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_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_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.


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/.
전개하기 접기
PS Vita
Realtime

PS Vita

ReadMe


Photon PSVita SDK
------------------------------------------

Please contact the console producer on additional setup information or required authorization.

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

Use the Photon 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/.
전개하기 접기
tvOS
Realtime

tvOS

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/.
전개하기 접기
Unity
Realtime

Unity

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.



전개하기 접기
SDK를 다운로드
v4.1.1.17
문서
Realtime 기술문서
API 문서
C#API
Unreal Engine
Realtime

Unreal Engine

ReadMe

All C++ based Photon SDKs are compatible with the UNREAL ENGINE off the shelf!
Find the SDKs you can gear it up with linked to below. 
전개하기 접기
V-Play / Qt
Realtime

V-Play / Qt

Windows
Realtime

Windows

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/.
전개하기 접기
Windows Store
Realtime

Windows Store

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/.
전개하기 접기
Xamarin
Realtime

Xamarin

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
전개하기 접기
SDK를 다운로드
v4.1.2.0
문서
Realtime 기술문서
API 문서
C#API
Xbox One
Realtime

Xbox One

ReadMe


Photon XB1 SDK
------------------------------------------

Please contact the console producer on additional setup information or required authorization.

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

Use the Photon 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/.
전개하기 접기
Unity 패키지
PUN

Photon PUN Unity 에셋 Unity 지원

Photon Unity Networking (PUN) 은 Unity용 멀티플레이 기능입니다:
콜백, 컴포넌트를 이용한 간단한 게임 오브젝트의 동기화가 가능하고, 리모트 프로시저 콜 (RPC)로 복잡함 없이 시작할 수 있습니다. 보다 상세한 관리를 위한 강력한 확장API 도 준비되어 있습니다.

또는Photon Unity .NET SDK를 이용해 주십시오.
Photon Unity .NET SDK를 다운로드

PUN FREE Unity Asset
PUN FREE로 시작해보세요.
Unity 5.x Personal 또는 Pro. 의 경우, 모든 플랫폼을 서포트 합니다. Unity 4.x 을 이용하실 경우, iOS와 Android 외의 플랫폼에서 Export가 가능합니다.

문서
PUN 기술문서
API 문서
PUN API

PUN+ Unity Asset
PUN PLUS로 시작해보세요.
어떤 Unity 버젼을 이용하셔도 모든 플랫폼에 Export가 가능합니다. 또한 Photon Realtime 100CCU를 이용 할 수 있는 라이센스도 포함되어 있습니다.

문서
PUN 기술문서
API 문서
PUN API

인디 Power 시리즈- Exit Games사가 발행하고, 파트너가 개발

VR Shooting Range 이 샘플은 패키지에 포함된 무료 PUN에서 구축된 VR 슈팅 멀티플레이 온라인 게임의 실제 리퍼런스이며, 주요 VR Kit과 핸드 컨트롤러를 지원합니다.

VR 데모를 GET

PUN Rally PUN Rally는 멀티 플레이어/레이싱 게임을 위한 완벽한 기반입니다. 이 프로젝트에는 모든 소스가 포함되어 있고, 30페이지 이상의 튜토리얼 북(PDF형식, 그림 포함)에서는 실제 물리적인 성질, 데드레코딩, 체크 포인트를 기본으로 한 위치등, 중요한 기능에 대한 설명을 확인할 수 있습니다.

PUN Rally를 GET

Sky Arena 이 튜토리얼에서는, 고속의 3D 우주 슈팅 게임의 개발방법을 소개합니다. 동영상은 물론, 소스코드 등의 모든 어셋이 포함되어 있습니다. 게임 오브젝트, RPC, 씬 오브젝트 및 기타 등등을 동기하는 방법을 배워봅시다!

SKY ARENA를 GET

Photon Power와 연계하는, 엄선된 3rd-Party 패키지

Playmaker Hearthstone이나 Dreamfall Chapters에서 사용되고 있는 강력한 비쥬얼 스크립트 솔루션 입니다. 게임 플레이의 프로토 타입이나 인공지능 동작, 애니메이션 그래프, 인터랙티브한 오브젝트, 컷 씬이나 워크 스루를 간단히 작성할 수 있습니다. Photon Unity Networking은 멀티 플레이어 기능을 강화시켜 줄 것입니다.

PLAYMAKER를 GET

UFPS 퍼스트 퍼슨 게임 (1st person game)을 Photon Cloud와 연계하기 위한 UFPS대응의 애드온입니다. 랩퍼 스크립트의 프레임워크로, UFPS와 Photon Unity Networking의 안정된 호환성으로 게임 개발을 할 수 있습니다.

UFPS를 GET

Xbox One PUN
PUN

Xbox One PUN

ReadMe


Photon Xbox One PUN Plugin
------------------------------------------

You must be logged in and verified Xbox One developer to download this PUN addon.

If the download is blocked, get in touch with us.
Mail to: developer@photonengine.com to get your Photon account setup.


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/.
전개하기 접기
Unity Asset
Bolt

Photon BOLT Unity 지원

Photon BOLT Unity Asset
구입 BOLT
BOLT는 피어 투 피어의 네트워크 엔진입니다. Steam대응의 게임이나 Steamworks의 네트워크 릴레이 서비스를 사용하는 경우, 클라이언트 서버 아키텍쳐를 구축하는 경우에 추천합니다. 강력한 이벤트 시스템, 신뢰성 높은 동작, mecanim replication 등, 풍부한 기능이 실현됩니다.

문서
BOLT 기술문서
API 문서
Bolt API

Quantum
Quantum

Quantum

ReadMe


Photon Quantum SDK
------------------------------------------

Please contact the console producer on additional setup information or required authorization.

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

Use the Photon SDK to easily add multiplayer to your games.
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
------------------------------------------

/assemblies             - Binary runtime libraries
/quantum_code           - Bootstrap ECS gameplay implementation VS solution
/quantum_unity          - Unity integration ECS bootstrap project
/quantum_unity          - Unity integration ECS bootstrap project
/quantum_unity_lowlevel - Minimal integration project without the using ECS API
/tools                  - Quantum DSL parser, compiler and IL patcher
/upgrade                - Upgrade files and instructions
/release_history.txt    - History of added features, API changes and bug fixes since first ECS Sdk release


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/.
전개하기 접기
Android
Chat

Android

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/.



전개하기 접기
Unity Asset
Chat

Photon Chat Unity 에셋 Unity 지원

Photon Chat 무료 패키지로 고객님의 Unity 게임에 채팅 기능을 간단하게 추가하세요! Photon Chat의 유연한 채널 시스템으로, 원하는 만큼의 채팅 채널을 설정할 수 있습니다. 예를 들면, 글로벌 채팅이나 여러 리전간의 채팅, 가족 채팅 등을 함께 사용할 수 있게 됩니다. 또는 Photon Chat .NET SDK는 어떠신가요? 클라이언트 SDK를 사용하면, 보다 상세한 관리가 가능해집니다.
Photon Chat .NET SDK를 다운로드

Photon Chat
CHAT을 무료로 GET
멀티 플레이어 기능이 아니라, 채팅 기능이 필요하십니까? Photon Chat이라면 무료로 간단히 추가할 수 있습니다.
Chat Free는, PUN Free와 Pun Plus에 포함되어 있습니다. 이 패키지는 PUN Free와 PUN Plus와는 병용할 수 없습니다.

문서
Chat 기술문서

Cocos2d-x
Chat

Cocos2d-x

ReadMe

All C++ based Photon SDKs are compatible with Cocos2d-x off the shelf! Find the SDKs you can gear it up with linked to below.
전개하기 접기
Construct 2
Chat

Construct 2

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  



전개하기 접기
SDK를 다운로드
v4.1.0.0
문서
Chat 기술문서
API 문서
JavaScriptAPI
Corona
Chat

Corona

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/.
전개하기 접기
SDK를 다운로드
v4.0.0.2
문서
Chat 기술문서
API 문서
LuaAPI
.NET
Chat

.NET

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.



전개하기 접기
SDK를 다운로드
v4.1.1.17
문서
Chat 기술문서
API 문서
C#API
Emscripten
Chat

Emscripten

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/.
전개하기 접기
iOS
Chat

iOS

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/.
전개하기 접기
JavaScript
Chat

JavaScript

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)
전개하기 접기
SDK를 다운로드
v4.1.0.0
문서
Chat 기술문서
API 문서
JavaScriptAPI , TypeScriptAPI
Linux
Chat

Linux

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/.
전개하기 접기
Mac OS X
Chat

Mac OS X

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/.
전개하기 접기
Nintendo Switch
Chat

Nintendo Switch

ReadMe


Photon Nintendo Switch SDK
------------------------------------------

Please contact the console producer on additional setup information or required authorization.

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

Use the Photon 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/.
전개하기 접기
PlayStation 4
Chat

PlayStation 4

ReadMe


Photon PS4 SDK
------------------------------------------

Please contact the console producer on additional setup information or required authorization.

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

Use the Photon 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_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_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.


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/.
전개하기 접기
PS Vita
Chat

PS Vita

ReadMe


Photon PSVita SDK
------------------------------------------

Please contact the console producer on additional setup information or required authorization.

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

Use the Photon 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/.
전개하기 접기
tvOS
Chat

tvOS

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/.
전개하기 접기
Unity
Chat

Unity

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.



전개하기 접기
SDK를 다운로드
v4.1.1.17
문서
Chat 기술문서
API 문서
C#API
Unreal Engine
Chat

Unreal Engine

ReadMe

All C++ based Photon SDKs are compatible with the UNREAL ENGINE off the shelf!
Find the SDKs you can gear it up with linked to below. 
전개하기 접기
V-Play / Qt
Chat

V-Play / Qt

Windows
Chat

Windows

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/.
전개하기 접기
Windows Store
Chat

Windows Store

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/.
전개하기 접기
Xamarin
Chat

Xamarin

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
전개하기 접기
SDK를 다운로드
v4.1.2.0
문서
Chat 기술문서
API 문서
C#API
Xbox One
Chat

Xbox One

ReadMe


Photon XB1 SDK
------------------------------------------

Please contact the console producer on additional setup information or required authorization.

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

Use the Photon 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/.
전개하기 접기
PlayStation 4 Voice
Voice

PlayStation 4 Voice

ReadMe


Photon PS4 Voice Plugin SDK
------------------------------------------

Please contact the console producer on additional setup information or required authorization.
Photon is the world's #1 independent networking engine and multiplayer platform — Fast, reliable, scalable.


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/.
전개하기 접기
SDK를 다운로드
v4.0.0.4
문서
Voice 기술문서
API 문서
C#API
Unity Asset
Voice

Photon Voice Unity 지원

Photon Voice Unity Asset
VOICE를 무료로 GET
대규모 실시간 Voice Chat을 Unity의 멀티 플레이어 게임에 추가해 보세요! Photon Voice는, 플레이어간의 커뮤니케이션이 보이스 채팅으로 이루어지는 어플리케이션에 최적화된 애드온입니다.

문서
Voice 기술문서

Android
On-Premises

Android

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/.



전개하기 접기
Cocos2d-x
On-Premises

Cocos2d-x

ReadMe

All C++ based Photon SDKs are compatible with Cocos2d-x off the shelf! Find the SDKs you can gear it up with linked to below.
전개하기 접기
Construct 2
On-Premises

Construct 2

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  



전개하기 접기
SDK를 다운로드
v4.1.0.0
문서
Server 기술문서
API 문서
JavaScriptAPI
Corona
On-Premises

Corona

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/.
전개하기 접기
SDK를 다운로드
v4.0.0.2
문서
Server 기술문서
API 문서
LuaAPI
.NET
On-Premises

.NET

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.



전개하기 접기
SDK를 다운로드
v4.1.1.17
문서
Server 기술문서
API 문서
C#API
Emscripten
On-Premises

Emscripten

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/.
전개하기 접기
iOS
On-Premises

iOS

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/.
전개하기 접기
JavaScript
On-Premises

JavaScript

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)
전개하기 접기
Linux
On-Premises

Linux

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/.
전개하기 접기
Mac OS X
On-Premises

Mac OS X

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/.
전개하기 접기
Nintendo Switch
On-Premises

Nintendo Switch

ReadMe


Photon Nintendo Switch SDK
------------------------------------------

Please contact the console producer on additional setup information or required authorization.

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

Use the Photon 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/.
전개하기 접기
PlayStation 4
On-Premises

PlayStation 4

ReadMe


Photon PS4 SDK
------------------------------------------

Please contact the console producer on additional setup information or required authorization.

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

Use the Photon 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_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_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.


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/.
전개하기 접기
PS Vita
On-Premises

PS Vita

ReadMe


Photon PSVita SDK
------------------------------------------

Please contact the console producer on additional setup information or required authorization.

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

Use the Photon 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/.
전개하기 접기
Plugin
On-Premises

Plugin

ReadMe

Photon Server Plugins allow you to extend the Game/Room behavior.
Intercept in-game events, process player actions and easily add callbacks.

Photon Server Plugins are available for Enterprise Cloud or selfhosted Photon Server v4.
전개하기 접기
SDK를 다운로드
v4.0.29.11263
문서
Server 기술문서
API 문서
C#API
Server
On-Premises

Server

ReadMe

Photon Server is a on-premises real-time socket server and cross platform multiplayer game development framework.
The framework is extremely fast and very simple to use.
Use the multiplayer API from Photon Server to join many players together in a shared game session.
Transfer data and messages synchronously, in real-time, between connected players across platforms.
전개하기 접기
tvOS
On-Premises

tvOS

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/.
전개하기 접기
Unity
On-Premises

Unity

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.



전개하기 접기
SDK를 다운로드
v4.1.1.17
문서
Server 기술문서
API 문서
C#API
Unreal Engine
On-Premises

Unreal Engine

ReadMe

All C++ based Photon SDKs are compatible with the UNREAL ENGINE off the shelf!
Find the SDKs you can gear it up with linked to below. 
전개하기 접기
V-Play / Qt
On-Premises

V-Play / Qt

Windows
On-Premises

Windows

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/.
전개하기 접기
Windows Store
On-Premises

Windows Store

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/.
전개하기 접기
Xamarin
On-Premises

Xamarin

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
전개하기 접기
SDK를 다운로드
v4.1.2.0
문서
Server 기술문서
API 문서
C#API
Xbox One
On-Premises

Xbox One

ReadMe


Photon XB1 SDK
------------------------------------------

Please contact the console producer on additional setup information or required authorization.

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

Use the Photon 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/.
전개하기 접기

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. https://www.facebook.com/photoncloudkr/ .
기술문서 을(를) 다음 위치에서 온라인 상태로 이용할 수 있습니다: https://doc.photonengine.com/ko-KR/Realtime/current .
업데이트 정보 는 트위터를 통해 정기적으로 알려드립니다. https://twitter.com/exitgames .