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PUN 2 in Unity: Make a Game Multiplayer Lesson 2

For this lesson, we will be setting up the matchmaking for our multiplayer game. To do this quickly we will be using our PUN 2 Matchmaking Add-on. You can also build your own version of this plugin by following our tutorial series. You will only need to create the QuickStart system.

Once you have access to the add-on we will then need to import it into Unity. Open up your pong project then go Assets > Import Package > Custom Package. You will then need to find the location you saved the QuickStart Unity Package and open it up. This will then open the import window for which you can leave everything selected and click Import.

You should now have a few new files and folders in your project window. In your project window, goto InfoGamerAssets > PUN2_Matchmaking > Prefab > QuickStart and drag the PhotonQuickStart prefab into the hierarchy of your main menu scene.

Now you need to disable your old canvas object and make your new canvas, which is a child to the new QuickStart prefab, look like the old canvas. The easiest way to do that is to select the various objects that make up our old canvas such as the title then go over to one of its components click on the gear icon in the top-right corner and select copy component. Then go to the corresponding objects of our new canvas and go to the same component and click on the gear icon then select paste component values. repeat this step until the new canvas looks like the old canvas. For the three-button objects that are part of the new canvas you want to copy the appearance of the button but leave the button component alone.

  • Canvas
    • QuickStartMenu – turn the alpha channel of the Image component down to zero.
      • – Text should read Pong and should look like the old title.
      • – resize and make the button image transparent.
        • Text – Set best fit to be active.
      • – resize and make the button image transparent.
        • Text – Set best fit to be active.
      • – resize and make the button image transparent.
        • Text – Set best fit to be active.

Now there are a few more things that we need to do before we can test our project the first is that we need to set the room size of our multiplayer game. To do this select the quickStartLobbyController object and then you need to set the room size variable and just set it to 2.

The next thing that we need to do is set up our game scene for networking to do this we’re going to load into our game scene. We then need to go to the prefabs folder of our matchmaking add-on and select the gameSetup prefab and drag it into our hierarchy.

Now you should be able to test your project. Load back into your main menu scene. As you play your project you should be able to click the play button of your game and load into the game scene. If you now see a capsule object in the middle of your scene then everything should be working.

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PUN 2 in Unity: Make a Game Multiplayer Lesson 5

For this lesson on how to make your games multiplayer with Photon PUN in Unity, we will teach you how to fix the camera so that the local player is always at the bottom of the screen. To do this we want to open up the PaddleController script. In this script, we want to use the rotation of the paddle object to rotate the main camera to be the same. This can be done in the Start function as this function will be executed after this paddle is instantiated.

Now we do need to add one condition to the script and that is we only want to rotate the camera if we are the owner of the current paddle. Without this condition, the camera would just rotate to the rotation of the last paddle instantiated into the scene, which for the first player would be wrong. Add this condition around where you set the rotation of the camera.

Once the camera is rotated to be the same a the local player’s paddle we then need to fix the controls for moving the paddles. Right now the paddles are set to move in world space but we need to change this so that the paddle moves in relation to its local space or in relation to itself. To do this go to where we are moving the paddles with translate then just change where it says World to Self.

Now save this script, go back to Unity and test your project.

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PaddleController.cs

using UnityEngine;
using Photon.Pun;
public class PaddleController : MonoBehaviour
{
    private PhotonView myPV;
    public string leftKey, rightKey;
    public float speed;
    private void Start()
    {
        myPV = GetComponent<PhotonView>();
        if (myPV.IsMine)
        {
            Camera.main.transform.rotation = transform.rotation;
        }
    }
    void Update()
    {
        if (myPV.IsMine)
        {
            PaddleMovement();
        }
    }
    void PaddleMovement()
    {
        if (Input.GetKey(leftKey) && transform.position.x > -4)
        {
            transform.Translate(Vector3.left * Time.deltaTime * speed, Space.Self);
        }
        if (Input.GetKey(rightKey) && transform.position.x < 4)
        {
            transform.Translate(Vector3.right * Time.deltaTime * speed, Space.Self);
        }
    }
}
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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PUN 2 in Unity: Make a Game Multiplayer Lesson 4

For this lesson of our series on how to make your games multiplayer with Photon’s PUN plugin, we set up the ball prefab so it is networked and synchronized for all connected clients. To get started we want to go to the folder where we have our ball prefab saved and then we want to double click on the ball prefab to open it up. Now like the paddle prefab the first thing that we do is add a photon view component to this object. Next, we will move this ball prefab to inside the Resources folder just in case we decide we want to instantiate more balls into our game.

Now let’s work on synchronizing the movement of our ball and since the ball is moved using physics we want to attach a Photon Rigidbody2d View. Click on add component and then with Photon typed into the search I’m going to click on photon rigidbody2d. We want to have only synchronized velocity selected and will drag this component into the observe component of our Photon View.

Now objects that are owned by the scene are controlled by the master client and so we need to add some conditions to our ball control the script and so open that up. Once this script is opened, add a namespace up at the top which will be using Photon.PUN. Now we’ll add one condition to the beginning of our update function and will check to see if we are not the master client. If we are not then return before doing anything else. This will make it so only the master client moves the ball and that movement will then be synced by the Photon Rigidbody2D View. Save your script and go back to Unity.

Now you can build and test your project.

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BallController.cs

using UnityEngine;
using System.Collections;
using Photon.Pun;
public class BallController : MonoBehaviour {
    Rigidbody2D myRb;
    bool setSpeed;
	[SerializeField] float speedUp;
	float xSpeed;
	float ySpeed;
	void Start()
	{
		myRb = GetComponent<Rigidbody2D>();
	}
	
	void Update () {
        if (!PhotonNetwork.IsMasterClient)
            return;
		if(GameController.instance.inPlay == true)
		{
            if(!setSpeed)
            {
                setSpeed = true;
                
                xSpeed = Random.Range(1f, 2f) * (Random.Range(0, 2) * 2 - 1);
                ySpeed = Random.Range(1f, 2f) * (Random.Range(0, 2) * 2 - 1);
            }
			MoveBall();
		}
	}
    void MoveBall()
    {
        myRb.velocity = new Vector2(xSpeed, ySpeed);
    }
	void OnCollisionEnter2D(Collision2D other)
	{
		
		if(other.transform.tag =="Wall")
		{
			xSpeed = xSpeed*-1;
		}
		
        if (other.transform.tag == "Paddle" )
        {
            ySpeed = ySpeed * -1;
            if(ySpeed > 0)
            {
                ySpeed += speedUp;
            }
            else
            {
                ySpeed -= speedUp;
            }
            if (xSpeed > 0)
            {
                xSpeed += speedUp;
            }
            else
            {
                xSpeed -= speedUp;
            }
        }
	}
	void OnTriggerEnter2D(Collider2D other)
	{
		if(other.tag == "EndOne")
		{
			GameController.instance.scoreOne ++;
            GameController.instance.textOne.text = GameController.instance.scoreOne.ToString();
            GameController.instance.inPlay = false;
            setSpeed = false;
            myRb.velocity = Vector2.zero;
            transform.position = Vector2.zero;
        }
		else if(other.tag == "EndTwo")
		{
            GameController.instance.scoreTwo++;
            GameController.instance.textTwo.text = GameController.instance.scoreTwo.ToString();
            GameController.instance.inPlay = false;
            setSpeed = false;
            myRb.velocity = Vector2.zero;
            transform.position = Vector2.zero;
        }
	}
}
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
}