This page lists all the Photon global events. This is important to understand each one of them as they are essential in the development process.
Them events can be access via the events transition menu, they are located under the "Global Events" section or the "Custom Events" section
Called as soon as PhotonNetwork engine succeeds to connect to the photon server.
Called after a CreateRoom() succeeded creating a room.
Note that this implies the local client is the MasterClient. PHOTON / JOINED ROOM is always called after PHOTON / CREATED ROOM.
Called after disconnecting from the Photon server.
Called if a connect call to the Photon server failed before the connection was established, followed by a call to OnDisconnectedFromPhoton. If the connection was established but then fails, OnConnectionFail is called
Called after connecting to the master server. While in the lobby, the roomlist is automatically updated
Called after joining a room. Called on all clients (including the Master Client)
Called after leaving the lobby
Called once the local user left a room
Called -after- switching to a new MasterClient (MC) because the previous MC left the room. The last MC will already be removed at this points.
Called if a Create Room action call failed. Most likely because the room name is already in use.
PHOTON / PHOTON JOIN ROOM FAILED
Called if a Join Room action call failed. Most likely because the room does not exist or the room is full
Called on all FSMs on a GameObject(and it’s children) that have been spawned using the action Instantiate
Called after a remote player connected to the room. This PhotonPlayer is already added to the playerlist at this time
Called after a remote player disconnected from the room. This PhotonPlayer is already removed from the playerlist at this time.
Called after a Join Random action call failed. Most likely all rooms are full or no rooms are available
Called after receiving the room list for the first time. Only possible in the Lobby state.
Called after receiving a room list update. Only possible in the Lobby state.
Called when the Photon network engine state switches to "Connected"
Called when the Photon network engine state switches to "Connecting"
Called when the Photon network engine state switches to "Disconnected"
Called when the Photon network engine state switches to "DisConnecting"
Called when the Photon network engine state switches to "Initializing Application"
Because the concurrent user limit was (temporarily) reached, this client is rejected by the server and disconnecting. When this happens, the user might try again later. You can’t create or join rooms in OnPhotonMaxCcuReached(), cause the client will be disconnecting. You can raise the CCU limits with a new license (when you host yourself) or extended subscription (when using the Photon Cloud). The Photon Cloud will mail you when the CCU limit was reached.