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3.
Static GameObject PhotonNetwork.Instantiate()
It invokes a prefab over the network. This prefab needs to be located
in the root of a “Resources” folder. There are parameters in
Instantiate:
a.
prefabName: Name of the prefab to instantiate.
b.
Position: Position Vector3 to apply on instantiation.
c.
Rotation: Rotation Quaternion to apply on instantiation.
d.
Group: The group for this PhotonView.
e.
Data: Optional instantiation data. This will be saved to its
PhotonView.InstantionData.
4.
Bool PhotonView.isMine
Confirms whether the corresponding that possess
PhotonView.isMine or not.
5.
Static void PhotonNetwork.LeaveRoom()
Player leaves the current room. There is a parameter in LeaveRoom: 
a.
levelNumber: Number of the level to load.
6.
Static string.PlayerName
This represents the player’s name.
7.
Static void PhotonNetwork.JoinRoom()
Join room according to the room.Name. This fails if the room is
either full or no longer available. There is a pparameterin
JoinRoom:
a.
roomName: The room instance to join.
8.
Static RoomInfo[] PhotonNetwork.GetRoomList()
It gets an array of (currently) known rooms as RoomInfo. This
automatically updated every few seconds while this client is in the
lobby.
9.
Static void PhotonNetwork.Destroy()
Destroy the GameObject associated with the PhotonView, unless
the PhotonView is static or rather not under this client’s control.
Destroying a networked GameObject includes:
a.
Removal of the Instantiate call from the server’s room buffer.
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