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Among Us Multiplayer – Picking Imposters (PUN 2 in Unity)

For this lesson on how to create a multiplayer Among Us game in Unity, we will show you how to pick and sync an imposter across the network. Having a random imposter is vital for our among us game as the imposter is what makes the game challenging and gives the game an opposition.

First, we will pick a random number between zero and the number of players in our room. We will then send that number to all the clients and whichever client is that number in the room will become the imposter. That player will then be able to kill the other players.

Unlock Code and Member Content

AU_SpawnPoints.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;

public class AU_SpawnPoints : MonoBehaviour
{
    public static AU_SpawnPoints instance;

    public Transform[] spawnPoints;

    // Start is called before the first frame update
    void Start()
    {
        instance = this;
    }

}

MyPhotonPlayer.cs

using Photon.Pun;
using Photon.Realtime;
using System.Collections;
using System.Collections.Generic;
using System.IO;
using UnityEngine;

public class MyPhotonPlayer : MonoBehaviour
{
    PhotonView myPV;
    GameObject myPlayerAvatar;

    Player[] allPlayers;
    int myNumberInRoom;

    // Start is called before the first frame update
    void Start()
    {
        myPV = GetComponent<PhotonView>();

        allPlayers = PhotonNetwork.PlayerList;
        foreach(Player p in allPlayers)
        {
            if(p!= PhotonNetwork.LocalPlayer)
            {
                myNumberInRoom++;
            }
        }


        if (myPV.IsMine)
        {
            myPlayerAvatar = PhotonNetwork.Instantiate(Path.Combine("PhotonPrefabs", "AU_Player"), AU_SpawnPoints.instance.spawnPoints[myNumberInRoom].position, Quaternion.identity);
        }
    }


}

AU_GameController.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Photon.Pun;

public class AU_GameController : MonoBehaviour
{
    PhotonView myPV;

    int whichPlayerIsImposter;

    // Start is called before the first frame update
    void Start()
    {
        myPV = GetComponent<PhotonView>();
        if(PhotonNetwork.IsMasterClient)
        {
            PickImposter();
        }
    }

    void PickImposter()
    {
        whichPlayerIsImposter = Random.Range(0, PhotonNetwork.CurrentRoom.PlayerCount);
        myPV.RPC("RPC_SyncImposter", RpcTarget.All, whichPlayerIsImposter);
        Debug.Log("Imposter " + whichPlayerIsImposter);
    }

    [PunRPC]
    void RPC_SyncImposter(int playerNumber)
    {
        whichPlayerIsImposter = playerNumber;
        AU_PlayerController.localPlayer.BecomeImposter(whichPlayerIsImposter);
    }
}
using Photon.Chat;
using Photon.Pun;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class PhotonChatManager : MonoBehaviour, IChatClientListener
{
    #region Setup

    [SerializeField] GameObject joinChatButton;
    ChatClient chatClient;
    bool isConnected;
    [SerializeField] string username;

    public void UsernameOnValueChange(string valueIn)
    {
        username = valueIn;
    }

    public void ChatConnectOnClick()
    {
        isConnected = true;
        chatClient = new ChatClient(this);
        //chatClient.ChatRegion = "US";
        chatClient.Connect(PhotonNetwork.PhotonServerSettings.AppSettings.AppIdChat, PhotonNetwork.AppVersion, new AuthenticationValues(username));
        Debug.Log("Connenting");
    }

    #endregion Setup

    #region General

    [SerializeField] GameObject chatPanel;
    string privateReceiver = "";
    string currentChat;
    [SerializeField] InputField chatField;
    [SerializeField] Text chatDisplay;

    // Start is called before the first frame update
    void Start()
    {

    }

    // Update is called once per frame
    void Update()
    {
        if (isConnected)
        {
            chatClient.Service();
        }

        if (chatField.text != "" &amp;&amp; Input.GetKey(KeyCode.Return))
        {
            SubmitPublicChatOnClick();
            SubmitPrivateChatOnClick();
        }
    }

    #endregion General

    #region PublicChat

    public void SubmitPublicChatOnClick()
    {
        if (privateReceiver == "")
        {
            chatClient.PublishMessage("RegionChannel", currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    public void TypeChatOnValueChange(string valueIn)
    {
        currentChat = valueIn;
    }

    #endregion PublicChat

    #region PrivateChat

    public void ReceiverOnValueChange(string valueIn)
    {
        privateReceiver = valueIn;
    }

    public void SubmitPrivateChatOnClick()
    {
        if (privateReceiver != "")
        {
            chatClient.SendPrivateMessage(privateReceiver, currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    #endregion PrivateChat

    #region Callbacks

    public void DebugReturn(DebugLevel level, string message)
    {
        //throw new System.NotImplementedException();
    }

    public void OnChatStateChange(ChatState state)
    {
        if(state == ChatState.Uninitialized)
        {
            isConnected = false;
            joinChatButton.SetActive(true);
            chatPanel.SetActive(false);
        }
    }

    public void OnConnected()
    {
        Debug.Log("Connected");
        joinChatButton.SetActive(false);
        chatClient.Subscribe(new string[] { "RegionChannel" });
    }

    public void OnDisconnected()
    {
        isConnected = false;
        joinChatButton.SetActive(true);
        chatPanel.SetActive(false);
    }

    public void OnGetMessages(string channelName, string[] senders, object[] messages)
    {
        string msgs = "";
        for (int i = 0; i &lt; senders.Length; i++)
        {
            msgs = string.Format("{0}: {1}", senders[i], messages[i]);

            chatDisplay.text += "\n" + msgs;

            Debug.Log(msgs);
        }

    }

    public void OnPrivateMessage(string sender, object message, string channelName)
    {
        string msgs = "";

        msgs = string.Format("(Private) {0}: {1}", sender, message);

        chatDisplay.text += "\n " + msgs;

        Debug.Log(msgs);
        
    }

    public void OnStatusUpdate(string user, int status, bool gotMessage, object message)
    {
        throw new System.NotImplementedException();
    }

    public void OnSubscribed(string[] channels, bool[] results)
    {
        chatPanel.SetActive(true);
    }

    public void OnUnsubscribed(string[] channels)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserSubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserUnsubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    #endregion Callbacks
}

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2021 Happy New Year!

We finally made it through 2020 and we are on to a new year. Happy New Year to all our viewers, subscribers, and supporters! Thank you all so much for your support over the years. We hope 2021 will be our year to get this channel rolling. Please show your support by subscribing to our channel and giving this video a thumbs up.

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Among Us Multiplayer – Scene Navigation (PUN 2 in Unity)

For this lesson on how to create Among Us in Unity using Photon, I will show you how to create Scene Navigation so you can transition from the main menu scene to the waiting room scene and then to the game scene. This is an important feature that we need to cover before we can show you other game mechanics like how to pick the imposter.

To do this we will have the quick start menu load the player first into the waiting room scene. Then when all the players have loaded in the host of the game will have a button that will begin a timer. When the timer reaches zero it will then load all the players into the game scene.

Unlock Code and Member Content

WaitingRoomController.cs

using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Photon.Pun;
using UnityEngine.UI;

public class WaitingRoomController : MonoBehaviour
{
    PhotonView myPV;

    [SerializeField] float timeToStart;
    float timerToStart;
    bool readyToStart;

    [SerializeField] GameObject StartButton;
    [SerializeField] Text countDownDisplay;


    [SerializeField] int nextLevel;



    // Start is called before the first frame update
    void Start()
    {
        myPV = GetComponent<PhotonView>();
        timerToStart = timeToStart;

        
    }

    // Update is called once per frame
    void Update()
    {
        StartButton.SetActive(PhotonNetwork.IsMasterClient);
        
        
            if(readyToStart)
            {
                timerToStart -= Time.deltaTime;
                countDownDisplay.text = ((int)timerToStart).ToString();
            }
            else
            {
                timerToStart = timeToStart;
                countDownDisplay.text = "";
            }
        if (PhotonNetwork.IsMasterClient)
        {
            if (timerToStart <= 0)
            {
                timerToStart = 100;
                PhotonNetwork.AutomaticallySyncScene = true;
                PhotonNetwork.LoadLevel(nextLevel);
            }
        }
        
    }

    public void Play()
    {
        if(PhotonNetwork.IsMasterClient)
        {
            myPV.RPC("RPC_Play", RpcTarget.All);
        }
    }
    
    [PunRPC]
    void RPC_Play()
    {
        readyToStart = !readyToStart;
    }
}
using Photon.Chat;
using Photon.Pun;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class PhotonChatManager : MonoBehaviour, IChatClientListener
{
    #region Setup

    [SerializeField] GameObject joinChatButton;
    ChatClient chatClient;
    bool isConnected;
    [SerializeField] string username;

    public void UsernameOnValueChange(string valueIn)
    {
        username = valueIn;
    }

    public void ChatConnectOnClick()
    {
        isConnected = true;
        chatClient = new ChatClient(this);
        //chatClient.ChatRegion = "US";
        chatClient.Connect(PhotonNetwork.PhotonServerSettings.AppSettings.AppIdChat, PhotonNetwork.AppVersion, new AuthenticationValues(username));
        Debug.Log("Connenting");
    }

    #endregion Setup

    #region General

    [SerializeField] GameObject chatPanel;
    string privateReceiver = "";
    string currentChat;
    [SerializeField] InputField chatField;
    [SerializeField] Text chatDisplay;

    // Start is called before the first frame update
    void Start()
    {

    }

    // Update is called once per frame
    void Update()
    {
        if (isConnected)
        {
            chatClient.Service();
        }

        if (chatField.text != "" &amp;&amp; Input.GetKey(KeyCode.Return))
        {
            SubmitPublicChatOnClick();
            SubmitPrivateChatOnClick();
        }
    }

    #endregion General

    #region PublicChat

    public void SubmitPublicChatOnClick()
    {
        if (privateReceiver == "")
        {
            chatClient.PublishMessage("RegionChannel", currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    public void TypeChatOnValueChange(string valueIn)
    {
        currentChat = valueIn;
    }

    #endregion PublicChat

    #region PrivateChat

    public void ReceiverOnValueChange(string valueIn)
    {
        privateReceiver = valueIn;
    }

    public void SubmitPrivateChatOnClick()
    {
        if (privateReceiver != "")
        {
            chatClient.SendPrivateMessage(privateReceiver, currentChat);
            chatField.text = "";
            currentChat = "";
        }
    }

    #endregion PrivateChat

    #region Callbacks

    public void DebugReturn(DebugLevel level, string message)
    {
        //throw new System.NotImplementedException();
    }

    public void OnChatStateChange(ChatState state)
    {
        if(state == ChatState.Uninitialized)
        {
            isConnected = false;
            joinChatButton.SetActive(true);
            chatPanel.SetActive(false);
        }
    }

    public void OnConnected()
    {
        Debug.Log("Connected");
        joinChatButton.SetActive(false);
        chatClient.Subscribe(new string[] { "RegionChannel" });
    }

    public void OnDisconnected()
    {
        isConnected = false;
        joinChatButton.SetActive(true);
        chatPanel.SetActive(false);
    }

    public void OnGetMessages(string channelName, string[] senders, object[] messages)
    {
        string msgs = "";
        for (int i = 0; i &lt; senders.Length; i++)
        {
            msgs = string.Format("{0}: {1}", senders[i], messages[i]);

            chatDisplay.text += "\n" + msgs;

            Debug.Log(msgs);
        }

    }

    public void OnPrivateMessage(string sender, object message, string channelName)
    {
        string msgs = "";

        msgs = string.Format("(Private) {0}: {1}", sender, message);

        chatDisplay.text += "\n " + msgs;

        Debug.Log(msgs);
        
    }

    public void OnStatusUpdate(string user, int status, bool gotMessage, object message)
    {
        throw new System.NotImplementedException();
    }

    public void OnSubscribed(string[] channels, bool[] results)
    {
        chatPanel.SetActive(true);
    }

    public void OnUnsubscribed(string[] channels)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserSubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    public void OnUserUnsubscribed(string channel, string user)
    {
        throw new System.NotImplementedException();
    }

    #endregion Callbacks
}