
UserIDs are broadcasted, with player properties, in the Photon join event. Getting into a room to play with or against! On the other hand, the server can distribute players perfectly, preferring almost full rooms and respecting your filtering. It will override the value sent by the client. Random matchmaking. Loading networked levels. We added an option to Photon, which makes the UserID of players known per room.






So, if LoadBalancingClient.

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