Porting from uNet to PUN 2
You have a uNet game and wonder how to port it over to PUN? We have a dedicated site in our online docs where we describe the porting process on the basis of Unity’s...
You have a uNet game and wonder how to port it over to PUN? We have a dedicated site in our online docs where we describe the porting process on the basis of Unity’s...
At the annual Game Developer Conference, VIVE hosted a Developer Day where company executives and engineers spent the day sharing information on their newest developer tools, their platform strategy and their new partnership with...
This guest post was written by Can Olcer, co-founder of Kosmos School. Kosmos School offers live science classes in VR for teenagers. For example, they perform physics experiments to learn about gravity or engineer...
Exciting news: Highroad Engine is now supporting PUN 2 out of the box. You can test it right away using the ready to use local and multi player project shipped with Highroad Engine, and...
Yesterday Improbable published a blog post stating that Unity’s updated terms of services (ToS) result in blocking their SpatialOS technology. This led to a lot of turbulence amongst our community and partners who were concerned...
PUN – A Huge Success Story Photon Unity Networking has been – and still is – our most successful product powering several top-grossing mobile hits such as Golf Clash, War Robots or Pixel Gun...
Finally: Photon Bolt is available as a free version including 20 concurrent user (CCU )in Unity’s Asset Store since a couple of weeks. The emergence of battle royale games like PUBG or Fortnite brought...
This guest post was written by Sam Meyer, lead developer at Total Mayhem Game for We Were Here Too, awarded as best Multiplayer Game at this year’s Indie Prize. We Were Here Too is an...
Madfinger Games are pushing what’s possible on mobile since ever and this attitude defined their plans for the multiplayer features in ‘Shadowgun Legends’. We evaluated a lot of multiplayer engines and only Photon nailed...
This guest post was written by Howard Tsao, Team Lead at New York City based indie studio Muse Games. Their hit-game ‘Guns of Icarus’ raised the stakes on team-based PvP combat with an emphasis...