Photon Turnbased Merges into Photon Realtime on May 25th, 2016
Lots of discussions with customers about the difference between Photon Realtime and Turnbased combined with different market definitions about synchronous and asynchronous games led to the decision to...
View ArticleWebhooks for Photon Chat – Apply for Early Access
What started slowly has become a true success story for us: Photon Chat. It took a while, but now we have several apps with 10,000 CCUs and beyond. Not too bad. Photon Chat runs on a completely...
View ArticleReleased Photon Native SDKs v4.1.3.4
Notable changes since 4.1.3.3: added Client::reconnectAndRejoin() to the LoadBalancing-cpp library, which you can call when your client loses its connection while it is inside an active game to make...
View ArticleReleased Photon Native SDKs 4.1.4.0
Notable changes since 4.1.3.4: general changes: added: XBox 1 as new supported platform added: overloads of PhotonPeer::connect() with new optional parameters to supply custom init data to the server...
View ArticleReleased PUN v1.79
Changes in PUN v1.79 Changed: PUN will no longer aggregate the data from ALL objects in a group into ONE message. Instead, a maximum of 10 objects will be sent together. The idea is to avoid huge...
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