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PUN 2 in Unity: Make a Game Multiplayer Lesson 7

For this lesson on how to make your games multiplayer with Photon PUN in Unity, We will show you how to disconnect for a connected room which will complete our gameplay loop. To do this we want to open up the game controller script inside the script we first need to add the Photon PUN namespace at the top.

Now inside the class, there are two ways that the players can load back to the main menu seen the first is in the update function where we have this if statement where we check for the player’s input when they press the Escape key. Inside this, if statement before we load back to the main menu scene you will want to call the LeaveRoom function.

Now, scroll down where we have this public function called MainMenu, This function is pair the button on our GameOverPanel. Once again before we load to the main menu scene make sure you call the LeaveRoom function.

Now save your script and go back to Unity and test it out.

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using UnityEngine;
using UnityEngine.UI;
using UnityEngine.SceneManagement;
using Photon.Pun;
public class GameController : MonoBehaviour {
    public static GameController instance;
	public bool inPlay = false;
	bool gameOver = false;
	public int scoreOne;
	public int scoreTwo;
    [SerializeField] int scoreToWin;
	public Text textOne;
	public Text textTwo;
	[SerializeField] GameObject gameOverPanel;
	[SerializeField] Text winnerText;
    private void OnEnable()
    {
        instance = this;
    }
    // Update is called once per frame
    void Update () {
		if(inPlay == false && gameOver != true)
		{
			if(Input.GetKeyDown(KeyCode.Space))
			{
				inPlay = true;
			}
		}
        if (Input.GetKeyDown(KeyCode.Escape))
        {
            PhotonNetwork.LeaveRoom();
           SceneManager.LoadScene(0);
        }
        Winner();
	}
    void Winner()
    {
        if(!gameOver)
        {
            if(scoreOne >= scoreToWin)
            {
                gameOver = true;
                winnerText.text = "Player 1 Wins";
                gameOverPanel.SetActive(true);
            }
            if(scoreTwo >= scoreToWin)
            {
                gameOver = true;
                winnerText.text = "Player 2 Wins";
                gameOverPanel.SetActive(true);
            }
            
        }
    }
	public void MainMenu()
	{
        PhotonNetwork.LeaveRoom();
        SceneManager.LoadScene(0);
	}
}
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 != "" && 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 < 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 6

For this lesson on how to make your game multiplayer with Photon PUN 2 in Unity, we will be fixing a new problem with the display of the scores which is now being caused by the changes we made to the camera’s rotation in the last lesson. The problem is that the display for the score will show the other player or the local player has scored for both clients when it should be switched for each client.

Now to fix this we’re going to go to the BallController script. In the BallController script, we will scroll down to the OnTriggerEnter2D function. In this function, we have two segments of code where we are updating the text variables for displaying scores. For each of these lines, we need to add an if condition checking to see if we are the master client. You will then need to add else conditions to both these if statement and if we are not the master client then we need to update the other text object instead.

Now save your script and go back to Unity 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 ++;
            if (PhotonNetwork.IsMasterClient)
            {
                GameController.instance.textOne.text = GameController.instance.scoreOne.ToString();
            }
            else
            {
                GameController.instance.textTwo.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++;
            if (PhotonNetwork.IsMasterClient)
            {
                GameController.instance.textTwo.text = GameController.instance.scoreTwo.ToString();
            }
            else
            {
                GameController.instance.textOne.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
}

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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.