PUN
The Ease-of-use of Unity's Networking with the Performance & Reliability of Photon Realtime
The Ease-of-use of Unity's Networking with the Performance & Reliability of Photon Realtime
Got a new multiplayer project? While your existing PUN & Bolt projects will continue to run, Fusion's features and performance set the new benchmark for state-sync multiplayer engines.Time to switch to Fusion
Got a new multiplayer project? While your existing PUN & Bolt projects will continue to run, Fusion's features and performance set the new benchmark for state-sync multiplayer engines.Time to switch to Fusion
PUN games are hosted in our globally distributed Photon Cloud to guarantee low latency and shortest round-trip times for your players worldwide.
Connect, Match and Play: PUN is the rock-solid foundation for any type of room based multiplayer game in Unity 3D. You concentrate on building a great title while we take care of the game's backend.
Export to mobile, desktop, web or consoles: Photon is the standard cross-platform service and the world‘s #1 for Unity multiplayer games.
Unity games built with Photon Unity Networking scale seamlessly and automatically in the Photon Cloud: from just a few to tens of thousands of concurrent users. Fair and transparent pricing included. Proven. Successfully.
You match players into games randomly or by parameterized searches. Or you create a list of open rooms and let players pick one. It works. Reliably. On mobiles, PCs, Consoles and in the web.
What multiplayer game do you want to build?
FPS or arcade shooter? RPG or RTS?
Racer or Sports? MOBA or TD?
Another kind of action game?
PUN supports any type of room based games on any popular gaming platform.
See for yourself ...
It just works. No punch-through issues whether with Reliable UDP, TCP, HTTP or Websockets. Photon's highspeed client-2-server-architecture is the industry's most solid foundation for your games.
Photon Unity Networking is super flexible: you can match an iOS Game Center user with someone using Google Play Services, authenticate a user via Facebook or add a custom authentication, utilize a gaming service or hook in your own backend.
Fair and Transparent: 100% usage based on a concurrent users (CCU) basis.
Flexible: Start with a FREE license, up- or downgrade at any time.
Worry-free: no immediate cap when exceeding CCU with any monthly subscription plan.
Perfect for your game's launch.
Check our pricing plans
No-cost package with various demos, pre-made scripts and reference documentation. Exports to basically all platforms.
Same content as PUN FREE, plus a 100 concurrent user plan for the Photon Cloud (approx. 40k MAU, valid 12 months). Just $95
All applications you develop with our suite of Photon products will run in our Photon Cloud. Here we take care of service hosting, operations and scaling. You can fully concentrate on building your multiplayer game or app!
In a nutshell the Photon Enterprise Cloud is like our well established public Photon Cloud and adds the following features: Runs on dedicated servers, provides guaranteed service levels (SLAs) and high priority support. Another big plus: You can run your own authoritative server logic via Plug-ins.
Typical Photon Enterprise Cloud scenarios are apps with 10,000 concurrent users or more, bigger game projects that need authoritative server logic or companies whose compliance policies restrict them to dedicated resources.
Interested?
Get in touch at
developer@photonengine.com
.
All Photon Cloud products are based on a client to server architecture, the most stable solution for multiplayer games! In peer-to-peer architectures clients often cannot connect due to NAT punch-through issues. This problem is even worse in mobile networks. With the Photon Cloud your games will always connect.
Our operations team monitors servers 24/7 and can scale up required resources at any time. Whether your game needs capacity for hundreds or for hundreds of thousands of concurrent users: we scale it to your demands.
Low latency is an essential requirement in realtime multiplayer games. For this reason Photon Cloud is hosted in all major world regions to provide your players with a minimum latency.
Games that depend on low latency, like FPS or RTS game types, connect the players to the nearest region. Games that are able to handle higher latency, like turnbased game types, can connect all players to the same region.
See here for available regions and setup instructions.
Photon Unity Networking (PUN) re-implements and enhances the features of Unity’s built-in networking. Under the hood, it uses Photon’s features to communicate and match players. The API is very similar to Unity’s. Developers with prior networking experience in Unity will feel at home immediately. An automatic converter assists you porting existing Unity multiplayer projects.
PhotonNetwork.ConnectUsingSettings("1.0");
Connecting our loadbalanced servers is as easy. You can use the passed in string to distinguish between versions or use it to group clients.
PhotonNetwork.JoinRandomRoom();
To join any existing game (often referred to as room as well) that is all it takes. Filters for max amount of players and game specific criteria are optionally passed in.
public void OnConnectedToMaster()
{
PhotonNetwork.CreateRoom("Room42", true, true, 4);
}
Set up a new room using CreateRoom. Hand it over the room's name, the room's ability to be found by others, the option for others to join in and the max player count.
PhotonNetwork.RaiseEvent( (byte) eventCode,
(object) eventContent,
(bool) sendReliable
);
Exchange in-game-data, set remote object properties e.a. sending them by RPC.
For further samples, a complete quickstart tutorial, demos and references see the online documentation for Photon PUN.