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Simple and Trusted
Multiplayer for Unity.

PUN is the trusted state transfer multiplayer SDK made for Unity. It is boasting a stellar 5-star rating and is proudly being awarded „Most Downloaded Assets“ by Unity.

Evolution

Fusion is the
Evolutionary Leap
of PUN

Now, with Fusion’s features and performance, a new benchmark for state transfer multiplayer engines is established. New projects are advised to use Fusion to take advantage of its significant technology leap.

We value and appreciate the investment our community has made in learning and building with Photon Unity Networking. PUN will continue to receive support, ensuring that ongoing or in-development projects remain secure and supported.

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.

PUN

2011

Fusion

2021

Target Player Count per Session 16 200
Realtime Transport Layer:
Matchmaking, Low Latency Relay …
Prebuilt Functionality:
Area of Interest (AOI), Network Animator, Networked KCC, Networked Physics Addon
RPCs, State Replication
Performance & Bandwidth
Tick based simulation
Full World, Client Side prediction
Lag compensation
Snapshot interpolation
Full or Eventual Consistency
下載

Photon Unity Networking
Asset Store Packages

PUN Free

透過 Unity 5.x Personal 或 Pro 匯出至所有 Unity 支援平台。Unity 4.x 使用者可匯出至除 iOS 和 Android 以外的所有平台。

PUN Plus

不論 Unity 授權或版本為何都能匯出至所有支援 Unity 的平台。也包括 100 CCU Photon Realtime 授權。 Just $95

TOP ASSETS

Integrate With PUN Easily

由我司和第三方發布的嚴選assets。

Playmaker UFPS Highroad Engine Tanks Multiplayer

Scale Your Games World-Wide

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 game or app!

Photon

Photon Shared Mode -
Unique & Cost-Effective

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 [email protected].

Custom Plugins -
Server Authority in Our Cloud

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 REGIONS

Low-Latency Gaming for Your Players

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.

請參閱此處了解可用區域和設置說明

World
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.

Controller

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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