The Most Powerful Network Engine for Unity!
- High Performance C/C++ Core
- Extensible in C#
- Reliable UDP
- Power-Ups for MMOGs & FPS
- Tight Unity Integration
This Unity asset combines the ease-of-use of Unity's Networking with the performance and reliability of the Photon Cloud.
The free package contains a Marco Polo game tutorial and a 30 day trial for up to 100 concurrent users.
Photon Unity Networking (PUN) features a low learning curve: The API is very similar to Unity's networking solution!
PUN connects always: Works across different (mobile) networks, no punch-through issues.
A script ports your Unity Networking project. 90% chores: Done.
We combined the Asset Store bestseller by Leepo/M2H, the ultimate introduction and resource to Photon Unity Networking (PUN) with Photon Cloud 100 Pro, saving you $100!
Learn how to add multiplayer to your Unity games. You do not require previous multiplayer experience.
Includes 14 tutorials, examples and in-depth documentation.
All in C# code (PUN is fully compatible with JS).
The package comes with 6 months of hosting for one application and for up to 100 concurrent users.
This mod of the Angry Bots demo
shows how to add multiplayer functionality to an existing project
using Photon Unity Networking technology.
This combines the ease-of-use of Unity Networking with the performance and reliability of Photon.
Download the Photon Angry Bots Demo for Unity.
No servers needed. Runs in the Photon Cloud.
This project is a Bootcamp Demo modification.
It shows how to add multiplayer functionality to an existing project using Exit Games' Photon Network Engine.
Download the Photon Bootcamp FPS Demo for Unity.
Uses the Photon LoadBalancing API for Unity.
You can open lobbies on the fly, list rooms in it and have your players create new ones, join these rooms by name and send messages to other players. Each room is separated from the others and messages are handled in-order and one-by-one, so you do not have to care about multi-threading in there. You can send your own messages with the existing API and can add more functionality easily.
It's meant to be simple, understandable and easy to extend.
Schell Games thoroughly investigated the market for a professional network middleware. We were impressed with Photon's feature set and Unity support.Jesse Schell,
Photon from Exit games was the perfect match for Legion, ... these two in tandem provide the best possible tools for MMO development with Unity.Lars Kroll Kristensen,
The MMO-Power-Up is a framework in C# provided in source code as part of the Photon SDK. It handles client-side interest management to significantly reduce the load on a client. Interest management means that messages are only send to players within a defined area within an MMOG's virtual world. This way a player receives only the events that are send by other players within reach.
The power-boost needed for efficient and scalable client-server communication. If you need to quench out the maximum performance there is no other way. That is why Photon's Core Communication layer is built on C/C++ to allow the maximum amount of data being sent back and forth between server and clients.
What else can be better for e.g. a Unity project? We think nothing. It is not only that you can stick to one programming language which makes your life most definitely easier, but it also saves your time as it allows to reuse the same code on the client and the server without the need to re-write it in ... let's say in Java. Plus you can use the latest Visual Studio.
UDP is the only protocol to use when it comes to professional first person shooters or massive multiplayer online games. We strongly recommend not to mix UDP with TCP and therefore we added a reliability layer on top of UDP so every event can be send reliable or unreliable. Photon's UDP handling is based on our long-time experience of high-performance Windows IO/socket handling.
Our SDKs include important Power-Ups to extend Photon's basic network communication features. The"Lite-Power-Up" contains lobby features and manages rooms as they are needed for match-making, such as in first person shooters or other non-MMO multiplayer games. Or use the"MMOG Power-Up" for an intelligent interest management framework which significantly reduces the client-side load.