Photon bolt matchmaking
Index
- How do I make a match with photon?
- What is the matchmaking API for photon bolt?
- What is photon bolt?
- How does the photon master server work with matchmaking?
- How can I adjust matchmaking in photon?
- How do you play with friends on photon?
- Do I need to use photon or random matchmaking?
- How do you get into a room with someone with photon?
How do I make a match with photon?
Matchmaking Guide Getting into a room to play with (or against) someone is very easy with Photon. There are basically three approaches: Either tell the server to find a matching room, follow a friend into her room, or fetch a list of rooms to let the user pick one. All three variants are supported by Photon and you can even roll your own.
What is the matchmaking API for photon bolt?
The main API entry point for the matchmaking capabilities of Photon Bolt can be used through the Bolt.Matchmaking.BoltMatchmaking class. Its responsible to handle the management of Bolt Sessions, creation and joining game rooms using the Photon Cloud services.
What is photon bolt?
Photon Bolt is a higher level API, which lets the developer define the networkable gamestate through a set of data structures (called bolt assets: states, objects, events and commands) and associate these assets to game objects prefabs.
How does the photon master server work with matchmaking?
You have to take this into account when you build a more elaborate matchmaking on the client side. To do so, the Photon Master Server provides the count of connected users, rooms and players (in a room), so you can adjust the client-driven matchmaking at runtime.
How can I adjust matchmaking in photon?
To do so, the Photon Master Server provides the count of connected users, rooms and players (in a room), so you can adjust the client-driven matchmaking at runtime. The number of rooms should be a good, generic indicator of how busy the game currently is. You could obviously also fine tune the matchmaking by on how many players are not in a room.
How do you play with friends on photon?
There are basically three approaches: Either tell the server to find a matching room, follow a friend into her room, or fetch a list of rooms to let the user pick one. All three variants are supported by Photon and you can even roll your own.
Do I need to use photon or random matchmaking?
All three variants are supported by Photon and you can even roll your own. We think, for most games its best to use a quick and simple matchmaking, so we suggest to use Random Matchmaking and maybe filters for skills, levels and such. If you are having issues matching players, here is a quick checklist:
How do you get into a room with someone with photon?
Getting into a room to play with (or against) someone is very easy with Photon. There are basically three approaches: Either tell the server to find a matching room, follow a friend into her room, or fetch a list of rooms to let the user pick one.
Is there a way to make matchmaking external to photon?
On the other hand, the server can distribute players perfectly, preferring almost full rooms and respecting your filtering. What you could do is to make matchmaking external to Photon, via HTTP based web service maybe and then use Photon to create and join rooms (or one call to JoinOrCreate ).
Why choose Photon Server for multiplayer games?
Proven in Countless Games. Benefit from over 15 years of development. Use the lean and speedy UDP/TCP protocols that use low bandwidth and allow ultra fast serialization. Photon Server is the ideal multiplayer engine for any kind of multiplayer game. Photon Server provides you with turnkey frameworks for multiplayer games.
How to get the userid of a player in photon?
We added an option to Photon, which makes the UserID of players known per room. In C# SDKs, set RoomOptions.PublishUserId to true, when you create a room. The server will then provide the UserID and you can access it on the client.
What transfer protocols does photon support?
Photon Server supports Reliable UDP, TCP, HTTP and Web Sockets with a lean and slim transfer protocol for each. Your game clients communicate cross-platform and across protocols: just send your data and Photon does the deserialization/serialization, you dont.