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Photon Bolt

Discussion in 'Assets and Asset Store' started by ThePhotons, Dec 16, 2015.

  1. Stanchion

    Stanchion

    Joined:
    Sep 30, 2014
    Posts:
    268
    Yes email us
    developer@photonengine.com
     
  2. tobiass

    tobiass

    Joined:
    Apr 7, 2009
    Posts:
    2,413
    @bocs: Yes, please get in touch with us and send us the OrderID and InvoiceID from the invoice you got by Unity. If you already have a Photon Account, let us know, too. Mail to: developer@photonengine.com. Thanks!
     
  3. bocs

    bocs

    Joined:
    May 9, 2009
    Posts:
    357
    What am I doing wrong in 1.2.0.1?
    samples and debug start seem broken.

    Unity Version 2017.4.11f1

    I did the same setup for both versions:
    Imported from Asset Store
    Ran Wizard
    Entered App ID, set Region to US
    Installed Core, and Samples
    Added these scenes to build settings:
    - clickToMoveServerAuth
    - Level1

    Player Settings: Uncheck Full screen, default @ 640x480, checked Run in Background.
    Bolt->Compile Assembly
    Bolt->Scenes

    Bolt 1.1.0.9
    samples work as expected...Play as server, or Debug Start:



    Bolt 1.2.0.1
    Lets start with clickToMoveServerAuth, out of the box




    I fixed that by setting state to ITPCstate



    Notice clickToMoveController is messed up.
    this is because the class name doesn't match file name...(also clickToMoveCallbacks)


    almost working...
    have to set terrain layer to default, and clickToMoveController Valid Layers to default.

    now Play as server works...however debug start, client blank scene.




    The Advanced Level1, worked with Play As Server....
    But again, debug start, client blank scene.
     
  4. Stanchion

    Stanchion

    Joined:
    Sep 30, 2014
    Posts:
    268
    @bocs It looks like the ClickToMove Sample was somehow broken, we'll fix it in next release.

    Debug Start is currently broken, we are fixing it next.

    You can use the MainMenu scene that comes with the samples instead. Replace BoltInit.cs contents with this. http://www.hatebin.com/mtocghrhok
     
  5. Stanchion

    Stanchion

    Joined:
    Sep 30, 2014
    Posts:
    268
    Photon Bolt 1.2.0.2 is released:
    Fixed
    : BoltLauncher selecting the wrong UdpPlatform on Bolt initialization
    Fixed: Bolt Wizard window popup on Play Mode
    Fixed: Bolt naming and version labels
    Fixed: Text coloring on Bolt Wizard window when using Unity Pro
    Fixed: Bolt Single player
    Fixed: Bolt Builds for Android Fixed: Bolt Debug Start
    Fixed: BoltInit script and MainMenu scene

    Added: Support to China region when connecting to Photon Cloud
    Added: Headless Server sample
     
    recon0303 and DigitalGlass like this.
  6. Stanchion

    Stanchion

    Joined:
    Sep 30, 2014
    Posts:
    268
    Photon Bolt 1.2.0.3 is released:
    Added
    : Property names are now generated into BoltAssets class
    Added: Support to create new AppIds directly from Wizard Window using just an email
    Added: Best Region support when connecting to Photon Cloud
    Added: Single player sample script
    Added: Getting Started Sample Added: Exposed Photon Room timeout settings (create and join)

    Fixed: Update Photon session info (token or properties) after room creation
    Fixed: Single Player mode Fixed: MaxConnection session property always 0
    Fixed: BoltLog wasn't being used for some debug messages
     
  7. LouishB

    LouishB

    Joined:
    Sep 25, 2012
    Posts:
    9
    Are you no longer keeping this page up to date? It's two releases behind as of now.

    https://doc.photonengine.com/en-us/bolt/current/reference/release-history

     
  8. Stanchion

    Stanchion

    Joined:
    Sep 30, 2014
    Posts:
    268
    Doc is one version behind, we update it intermittently which is why the notice there says
    "If the latest release is not shown here, check within Bolt package for release_history.txt"
     
  9. Stanchion

    Stanchion

    Joined:
    Sep 30, 2014
    Posts:
    268
  10. Stanchion

    Stanchion

    Joined:
    Sep 30, 2014
    Posts:
    268
    Photon Bolt 1.2.9 is released:
    Added
    : Extended Entity API.
    Added: New callback SessionConnected(UdpSession, IProtocolToken) to Bolt.GlobalEventListener.
    Added: New "BoltMatchmaking" utility class.
    Changed: Bolt folder hierarchy to maintain the consistency among the Photon projects.
    Changed: Bolt physics classes to Bolt.LagCompensation namespace.
    Changed: Improved Session List update procedure. Now the callback "SessionListUpdated" is invoked when the session info changes, instead of on interval.
    Changed: Updated Photon Realtime version to 4.1.2.17.
    Fixed: Support to Assembly Definitions. Photon Bolt also has its own assembly definition now.
    Fixed: Issues when including Photon Bolt and Photon Voice in the same project.
    Fixed: Restarting the server from a different scene, future clients won't change to correct scene.
    Fixed: Join Lobby is only allowed when on a certain state.
    Fixed: Logs reveal app-id when debugging.
    Fixed: "Bolt.RaycastAll" hit.distance is incorrect when Transform of object scaled.
    Fixed: IP Discovery. Filter out non-private IPs when running the PunchThrough procedure.
    Fixed: "PhotonRoomProperties" custom properties. Only signed numeric and string types are supported.
    Fixed: "ThreadAbortException" when Starting Bolt using IL2CPP and .NET 4.0.
    Fixed: NAT PunchThrough enabled/disabled mismatch.
    Fixed: State callback doesn't fire when using an "Entity" as property type.
    Fixed: Compiling Bolt with deleted scenes in Build Settings throws an exception.
    Fixed: Switch Bolt to Debug or Release mode throws an exception.
    Fixed: Child GameObject Transform not in sync until first update.
    Fixed: "BoltShutdownBegin" with wrong UdpConnectionDisconnectReason.

    Here's a deeper look into what's new in the latest Bolt release. https://doc.photonengine.com/en-us/bolt/current/dev-log/new-in-129
     
  11. castor76

    castor76

    Joined:
    Dec 5, 2011
    Posts:
    1,836
    Got a quick question about bolt or maybe pun in general.

    If my game is also playable with just a single player too, then how does bolt handles that? I mean, do the game still needs to connect to the photon cloud server playing as a single player eating up precious ccu? Or is there some offline mode?
     
  12. Stanchion

    Stanchion

    Joined:
    Sep 30, 2014
    Posts:
    268
    Yes, there is an offline "single player" mode.
     
  13. Stanchion

    Stanchion

    Joined:
    Sep 30, 2014
    Posts:
    268
    Photon Bolt 1.2.10 is released:

    Added: Public API for Connection Packet count metrics: Sent, Received and Lost.
    Added: BoltConnection has now a "ConnectionType" field, that signals when the connection is Direct or Relayed.
    Added: New API call to force sync scenes between client and server (BoltNetwork.LoadSceneSync()). Useful if the "Auto Scene Load" is disabled.
    Added: Search Path feature to Bolt Assets. Now you can select the desired locations where Bolt will search for Entity Prefabs.
    Added: Sample "A2S Protocol Service".
    Added: Sample "Area Of Interest".
    Added: UDP Platforms can expose custom meta data about it's internal state (BoltMatchmaking.CurrentMetadata). PhotonPlatform exposes the current connected Photon Region.

    Changed: Normalization of UdpKit project namespace. Now all related projects reside inside the "UdpKit" namespace.
    Changed: On Release Mode, Shutdown and Start exceptions are now warnings messages.
    Changed: "Disable Auto Scene Load" removed from Bolt Settings Window, but still available through code. Use the "disableAutoSceneLoading" property on the BoltRuntime settings.
    Changed: Review Photon Lobby Sample.

    Fixed: When switching control over an entity (using AssignControl) several times causes an entity freeze with a full input queue. Now, it will only execute for different connection other than the current one.
    Fixed: Manually removing from scope an entity from its controller succeeds on the server and causes the client to error. By default, the scope can only be set to other connections different from the controller.
    Fixed: Current Session/Room Player count.
    Fixed: High CPU usage when running a Headless server with NAT PunchThrough disabled.
    Fixed: UdpPlatform double initialization. Starting Bolt multiple times will not cause a duplicated instantiation of the active Platform.
    Fixed: Compile error (unable to build User data) after switching to Release Mode. Related to old Debugging Symbols of the "bolt.user.dll" file.
    Fixed: Warnings messages created by reference conflicts with compiled user data. Specifically warning "CS0436".

    Removed: All API marked as obsolete since Photon Bolt 1.2.8.


    Here's a deeper look into what's new in the latest Bolt release.
    https://doc.photonengine.com/en-us/bolt/current/dev-log/new-in-1210
     
  14. YCE2010

    YCE2010

    Joined:
    Jan 23, 2013
    Posts:
    26
    Hi
    I have a problem when I´m creating my server. This is the message: "Can´t call BoltNetwork.SetHostInfo when not in lobby". I´m using Bolt Debug v1.2.7. Any idea about it?
    Thanks in advanced.
     
  15. mQe

    mQe

    Joined:
    Jul 22, 2012
    Posts:
    55
    I'm trying to set location on all connected players from the server - like resetting a match. When I call "transform.position = " on the server on all the players, nothing happens as if something overrides it. What's the proper way of doing this?
     
  16. Stanchion

    Stanchion

    Joined:
    Sep 30, 2014
    Posts:
    268
    If you join us on Discord you can post some more details and figure out the issue you're having.

    https://discord.gg/0ya6ZpOvnShSCtbb
     
    mQe likes this.
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