
the client leaves the room temporarility with the intention of coming back.It happens in case of PlayerTTL different than 0 and: It was part of the Unity scene at compile time.Ī soft disconnect is when an actor becomes inactive in a room.


It has no owner (null), nor controller (null) and it is not a result of a PhotonNetwork.Instantiate call (but could be a result of PhotonNetwork.InstantiateRoomObject).Ī scene object is a room object that was not runtime instantiated using PhotonNetwork.InstantiateRoomObject. Usually when you instantiate a networked object that has netsted networked object(s), all PhotonViews will share the same instantiation ID (ViewID of the root PhotonView) and unless owner or controller is different, or re parented, they will have the same lifetime.Ī networked room object is a networked object that does not belong to an actor but it is a 'global networked object' belonging to the room. So, a nested networked object is a networked object that is part of the hierarchy of another networked object. If a networked object has children GameObject in its hierarchy and one or more has a PhotonView attached then it's considered a nested networked object. the PhotonView attached to the top level (root) GameObject. So a networked object is represented by its root PhotonView component, i.e. PhotonView.IsMine indicates if the PhotonNetwork.LocalPlayer is the current Controller for this photonView.Ī networked object is a GameObject that has a PhotonView component, including its children. While the owner is soft-disconnected, the master client becomes controller and when the owner rejoins, the owner resumes control. If the PlayerTTL is greater than 0, it is possible for an actor to leave the room temporarily and rejoin it later.

ContentsĮach actor is incrementally assigned an new number when joining a room. We will also list the expected behaviour in different situations and how to explicitly change ownerships of PhotonViews. In this document we will discover the definitions and concepts about PhotonView's control and ownership. In PUN, networked objects are established using the PhotonView component.Įach PhotonView has a creator (instantiator), owner and controller.
