我正在Unity中使用Playfab以及托管多人游戏的身份验证和光子的多人游戏。我可以成功让玩家进入同一个房间,我可以在玩家加入后加载场景。然而,当两个玩家在同一个房间时,他们无法看到对方。
这是我的身份验证服务:
public class LoginWithCustomID : MonoBehaviour
{
private string _playFabPlayerIdCache;
private bool _isNewAccount;
private string _playerName;
// Use this to auth normally for PlayFab
void Awake()
{
PhotonNetwork.autoJoinLobby = false;
PhotonNetwork.automaticallySyncScene = true;
DontDestroyOnLoad(gameObject);
authenticateWithPlayfab();
}
private void authenticateWithPlayfab()
{
var request = new LoginWithCustomIDRequest
{
CustomId = "CustomId123",
CreateAccount = true,
InfoRequestParameters = new GetPlayerCombinedInfoRequestParams()
{
GetUserAccountInfo = true,
ProfileConstraints = new PlayerProfileViewConstraints()
{ ShowDisplayName = true }
}
};
PlayFabClientAPI.LoginWithCustomID(request, requestPhotonToken, OnLoginFailure);
}
private void requestPhotonToken(LoginResult result)
{
PlayerAccountService.loginResult = result;
_playFabPlayerIdCache = result.PlayFabId;
_playerName = result.InfoResultPayload.AccountInfo.TitleInfo.DisplayName;
if (result.NewlyCreated)
{
_isNewAccount = true;
setupNewPlayer(result);
}
PlayFabClientAPI.GetPhotonAuthenticationToken(new GetPhotonAuthenticationTokenRequest()
{
PhotonApplicationId = "photonId123"
}, AuthenticateWithPhoton, OnLoginFailure);
}
private void setupNewPlayer(LoginResult result)
{
PlayFabClientAPI.UpdateUserData(
new UpdateUserDataRequest()
{
Data = new Dictionary<string, string>()
{
{ "Level", "1" },
{ "xp", "0" }
}
}, success =>
{
Debug.Log("Set User Data");
}, failure =>
{
Debug.Log("Failed to set User Data..");
}
);
}
private void AuthenticateWithPhoton(GetPhotonAuthenticationTokenResult result)
{
Debug.Log("Photon token acquired: " + result.PhotonCustomAuthenticationToken);
var customAuth = new AuthenticationValues { AuthType = CustomAuthenticationType.Custom };
customAuth.AddAuthParameter("username", _playFabPlayerIdCache);
customAuth.AddAuthParameter("token", result.PhotonCustomAuthenticationToken);
PhotonNetwork.AuthValues = customAuth;
setNextScene();
}
private void setNextScene()
{
if(_isNewAccount || _playerName == null)
{
SceneManager.LoadSceneAsync("CreatePlayerName", LoadSceneMode.Single);
}
else
{
SceneManager.LoadSceneAsync("LandingScene", LoadSceneMode.Single);
}
}
private void OnLoginFailure(PlayFabError error)
{
Debug.LogWarning("something went wrong in auth login");
Debug.LogError("Here's some debug info:");
Debug.LogError(error.GenerateErrorReport());
}
}
}
这一切都有效,玩家登录PlayFab,以及Photon我会假设我得到了Photon身份验证令牌。这将我带到我的着陆场景,这是一个经过身份验证的用户点击按钮通过Photon加入随机房间的地方:
public static GameManager instance;
public static GameObject localPlayer;
private void Awake()
{
if (instance != null)
{
DestroyImmediate(instance);
return;
}
DontDestroyOnLoad(gameObject);
instance = this;
PhotonNetwork.automaticallySyncScene = true;
}
// Use this for initialization
void Start()
{
PhotonNetwork.ConnectUsingSettings("A_0.0.1");
}
public void JoinGame()
{
RoomOptions ro = new RoomOptions();
ro.MaxPlayers = 4;
PhotonNetwork.JoinOrCreateRoom("Test Room 2", ro, null);
}
public override void OnJoinedRoom()
{
Debug.Log("Joined Room!");
if (PhotonNetwork.isMasterClient)
{
PhotonNetwork.LoadLevel("Test_Map1");
}
}
private void OnLevelWasLoaded(int level)
{
if (!PhotonNetwork.inRoom)
return;
localPlayer = PhotonNetwork.Instantiate(
"Player",
new Vector3(0, 1f, 0),
Quaternion.identity,
0);
}
public void LeaveRoom()
{
PhotonNetwork.LeaveRoom();
SceneManager.LoadScene("LandingScene", LoadSceneMode.Single);
}
这会加载我命名的场景&#34; Test_scene1&#34;成功地,我在我的场景中显示了房间中的房间名称和活跃玩家的数量。当我进行运行和构建时,我会将用户的playerPrefab加载到房间中。当我通过团结运行游戏时,我可以让第二个玩家登录到房间。问题是,球员们没有看到彼此,我无法弄清楚为什么会这样。我正在他们各自的网站上关注PLayerfab / Photon教程,但我找不到任何一个我在其中任何一个做错的事。
从我看来,看起来我的实例化方法可能是错误的,但我不确定为什么。下面是我的播放器Prefab显示附加的组件:
我为这个大问题道歉,我只想提供尽可能多的信息。