Fusion 是 PUN 的
劃時代進化
Fusion 憑藉其卓越的功能與效能,為狀態傳輸型多人遊戲引擎樹立了新的標竿。未來如有新專案,誠摯推薦您選擇 Fusion,親自體驗這場技術上的創新突破。
感謝社群夥伴們一路以來對 Photon Unity Networking 的學習與投入未來 PUN 也將持續獲得支援,確保您現有或開發中的專案都能安心順利地繼續推進。
PUN 功能
PUN and its community has been instrumental in shaping the landscape for multiplayer game development for over a decade. Its basic, but robust feature set helped developers from all over the world to build and scale their games to global success.
PUN2011 |
Fusion2021 |
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|---|---|---|---|
| 每場遊戲目標玩家人數 | 16 | 200 | |
| 實時傳輸層: 配對機制、低延遲中繼 |
|||
| 預建功能: 關注區域(AOI)、網路動畫器、網路 KCC、網路物理擴充套件 |
|||
| RPC、狀態複製 | |||
| 效能與頻寬 | |||
| 基於 Tick 的模擬 | |||
| 全域世界、用戶端預測 | |||
| 延遲補償 | |||
| 快照插入 | |||
| Forecast Physics | |||
| Object Priority |
下載
Photon Unity NetworkingAsset Store 套件
熱門資源
輕鬆整合 PUN
由我司和第三方發布的嚴選assets。
將您的遊戲推向全世界
使用 Photon 產品所開發的所有應用程式都會在 Photon Cloud 上運行。從服務託管、營運到擴充彈性,都交由我們為您處理,讓您能專心投入於遊戲或應用程式的開發本身。
Photon Shared 模式 - 獨特且高性價比的模式
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. 有興趣嗎?請您聯絡我們 hello@photonengine.com.
自訂插件 - 由本公司雲端直接管理伺服器權限
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.
PHOTON CLOUD 區域
為玩家打造的低延遲遊戲環境
在即時多人遊戲中,低延遲是不可或缺的要素。因此,Photon Cloud 在全球主要地區皆設有伺服器,為玩家提供極低的延遲。
像 FPS 或 RTS 這類對低延遲要求較高的遊戲,玩家會被連接到離自己最近的伺服器。相反地,對延遲不那麼敏感的回合制遊戲,則可以讓所有玩家連接到同一個地區的伺服器。
UNET
PUN
代碼範例
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.
連接
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. 連線至我們平衡負載的伺服器易如反掌。 您可利用傳入字串區分版本或用於集合用戶端。
加入遊戲
PhotonNetwork.JoinRandomRoom("1.0");
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. 若要加入任何現有遊戲 (通常也指空間),這就是必要步驟。 最大玩家數量及特定遊戲標準的篩選為選擇性加入。
建立遊戲
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.
開始多人玩家
PhotonNetwork.RaiseEvent( (byte) eventCode,
(object) eventContent,
(bool) sendReliable
);
交換遊戲資料、設定遠端物件內容,由 RPC 負責傳送。
如需進一步範本、完整快速啟動教學、示範及參考資訊,請參閱 Online Documentation 用於 Photon PUN.
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