For this lesson on how to use the photon chat plugin, I will show you how to set up your Unity project with the photon chat plugin. To get started you will need to open the project you wish to use and navigate to the Unity Asset Store. Now there are two packages that you can install into your project. You can get just the basic Photon Chat plugin or if you are already building a multiplayer game with the PUN 2 plugin then you can just use that as it comes with the chat assets. Once you have imported the chat plugin you need to go to the official Photon site and create or sign in to your account. You will then need to create a new chat app ID then copy the ID and go back to Unity. inside Unity, you will need to locate your Photon Server Settings and paste the app ID into where it says App ID Chat.
Tag: tutorial
Make an Audio Mute Toggle in Unity
In this video, we announce the winners of our first Snake Cubed competition. We have also cleared the leaderboards and started a new competition for this next week.
For the tutorial of this video, we show you how to create a new game mechanic which is a mute button that will mute all audio in your game. This game mechanic is quite simple to make. All you need is a speaker icon to create the UI Toggle out of and then a little bit of code to make it work. You can then create a prefab out of this mechanic and use it in future Unity projects.
MuteToggle.cs
using System.Collections; using System.Collections.Generic; using UnityEngine; using UnityEngine.UI; [RequireComponent(typeof(Toggle))] public class MuteToggle : MonoBehaviour { Toggle myToggle; // Start is called before the first frame update void Start() { myToggle = GetComponent<Toggle>(); if(AudioListener.volume == 0) { myToggle.isOn = false; } } public void ToggleAudioOnValueChange(bool audioIn) { if(audioIn) { AudioListener.volume = 1; } else { AudioListener.volume = 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 }
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.
Unlock Code and Member Content
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 != "" && 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 }