16 Replies to “[Unity + Photon] Make Multiplayer Racing Game”

  1. 와.. 27분동안 영어자막 쓰시는거 굉장히 힘드셨을텐데 대단해요! 많은 도움이 됐어요~

  2. If the room is full of player. the other will spawn in other same room automatically?
    sorry if any wrong in grammar or other.

  3. what function code to called the second player? because i only spawn 1 and they sync in the exe and on unity and not respawning the other car

  4. It was nice to watch this tutorial. As it is not very common to stumble upon written tutorials, this had a nice commentary in it 🙂 Thank you

  5. hello again I have a request this time frankly I used to teach you to make truck games but not very well I noticed that there are some problems, such as connecting to the server later, such as the other one, such as I had made it like 2d game detailed and beautiful I would like to ask online game how to show using pun?

  6. I get a error error CS1061: 'Transform' does not contain a definition for 'positon' and no accessible extension method 'positon' accepting a first argument of type 'Transform' could be found (are you missing a using directive or an assembly reference?)

    Here's the code:
    using UnityEngine;

    using UnityEngine.UI;

    public class NetworkManager : Photon.PunBehaviour {

    public GameObject lobbyCam;

    public Transform spawnPoint;

    public GameObject lobbyUI;

    public Text statusText;

    public const string Version = "1.0";

    public const string RoomName = "Multyplayer";

    public string playerPrefabName = "Player";

    void Start() {



    void Update() {

    statusText.text = PhotonNetwork.connectionStateDetailed.ToString();


    public override void OnConnectionFail(DisconnectCause cause) {

    print("Connection Failed" + cause.ToString());



    public override void OnJoinedLobby() {

    RoomOptions roomoptions = new RoomOptions() { IsVisible = false, MaxPlayers = 4};

    PhotonNetwork.JoinOrCreateRoom(RoomName, roomoptions, TypedLobby.Default);


    public override void OnJoinedRoom() {



    GameObject player = PhotonNetwork.Instantiate(playerPrefabName, spawnPoint.positon, spawnPoint,rotation, 0);


    public override void OnPhotonPlayerConnected(PhotonPlayer newPlayer) {

    print("New Player Connected");


    public override void OnPhotonPlayerDisconnected(PhotonPlayer otherPlayer) {

    print("Player Disconnected");



    I think I copyed something wrong can you help?

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