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 free plugin combines the ease-of-use of Unity's Networking with the performance and reliability of Exit Games' Photon Network Engine.
A script ports your Unity Networking project. 90% chores: Done.
Download the Photon Unity Networking Plugin for the Unity IDE here ...
This project is an modification of the Angry Bots demo from the Unity Technologies team. It 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.
This project is a Bootcamp Demo modification. It shows how to add multiplayer functionality to an existing project using Exit Games' Photon Network Engine.
The server and a free non-expiring license are included in the bundle!
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.