Visual Scripting Reference
Photon Instructions, Conditions, Events, and Properties for Game Creator 2
Photon Core adds visual scripting tools under the Photon category. This page lists the tools included in Core 1.5 and explains when to use them.
Photon add-ons provide their own module-specific tools. For example, weapon or stat synchronization belongs to Photon Shooter or Photon Stats rather than Photon Core.
Synchronize custom Actions and Triggers
Add Actions RPC beside a Game Creator Actions component, or Trigger RPC beside a Trigger, when its visual scripting should run on other clients.
Choose the target in the RPC component:
All for every current player
Others when the sender already performed the result locally
Master Client for one authoritative room decision
All Via Server when every client should receive events in server order
a buffered target only when late joiners genuinely need to replay the call
Enable Send State to New Players only for an RPC that may still be running when a player joins.
Instructions
Connection and matchmaking
Photon Connect
Photon Connect to Best Cloud Server
Photon Connect to Region
Photon Disconnect
Photon Reconnect
Photon Reconnect And Rejoin
Photon Join Lobby
Photon Leave Lobby
Photon Create Room
Photon Join Room
Photon Join or Create Room
Photon Join Random Room
Photon Join Random or Create Room
Photon Rejoin Room
Photon Find Friends
Room and scene control
Photon Automatically Sync Scene
Photon Load Level Name
Photon Load Level Index
Photon Change Room Open State
Photon Change Room Visible State
Photon Allow Kicking Players
Photon Kick Player
Photon Leave Room
Photon Set Offline Mode
Photon Flush Network Messages
Is Message Queue Running
Don't Destroy On Load
Network objects and ownership
Photon Instantiate
Photon Instantiate Room Object
Photon Destroy
Photon Request Ownership
Photon Transfer Ownership
Player data
Photon Set Player Name
Photon Set Player Number
Photon Change Player Score
Photon Player Property Boolean
Photon Player Property Float
Photon Player Property Integer
Photon Player Property String
Room data and time
Photon Room Property Boolean
Photon Room Property Float
Photon Room Property Integer
Photon Room Property String
Photon Start Timer
Photon Start Countdown Timer
Photon Wait Seconds
Visual scripting and presentation
Photon Change RPC Property
Floating Text
Conditions
Connection and authority
Connection State
Photon Is Connected
Photon Is Connected And Ready
Photon Is In Lobby
Photon In Room
Photon Is Offline Mode
Photon Is Master Client
Photon Is Mine
Photon Is Owner
Room state
Photon Room Is Open
Photon Room Is Visible
Photon Room Is Offline
Photon Room Is Full
Photon Player Count
Photon Room Elapsed Time
Photon Room Remaining Time
Player data
Photon Player Nickname
Photon Player Number
Photon Player Score
Photon Has Player Property
Photon Player Property Bool
Photon Player Property Float
Photon Player Property Integer
Photon Player Property String
Room data
Photon Has Room Property
Photon Room Property Bool
Photon Room Property Float
Photon Room Property Integer
Photon Room Property String
Events
Connection, lobby, and discovery
On Photon Connected
On Photon Connected to Master
On Photon Disconnected
On Photon Status
On Photon Error Info
On Photon Custom Authentication Failed
On Photon Region List Received
On Photon Joined Lobby
On Photon Left Lobby
On Photon Lobby Statistics Update
On Photon Room List Update
On Photon Friend List Update
Room lifecycle
On Photon Created Room
On Photon Create Room Failed
On Photon Joined Room
On Photon Join Room Failed
On Photon Join Random Failed
On Photon Left Room
On Photon Master Client Switched
Players and properties
On Photon Player Entered Room
On Photon Player Left Room
On Photon Player Spawned
On Photon Player Despawned
On Photon Player Properties Update
On Photon Room Properties Update
Network objects and ownership
On Photon Instantiate
On Ownership Request
On Ownership Transferred
On Ownership Transfer Failed
On Photon Serialize View
Event player outputs are often the safest way to target the player involved in that event. Use RPC Sender when the logic needs the client that initiated a network Action or Trigger.
Properties
GameObject Properties
Game Object Name
Local Player
RPC Sender
Master Client
Player by Number
Last Joined Player
Last Chat Player
Player Camera
Photon Runtime Model
Photon Runtime Model by Name
Number and Color Properties
Player Count
Photon Room Player Limit
Player Number
Player Ping
Player Score
Photon Network Time
Photon Room Float
Ping Color
String Properties
Photon Cloud Region
Photon Connection State
Photon User ID
Room Name
Room Property
Player Nickname
Player Number
Player Count
Player Property
Last Chat Message
Network Variable
Photon Local Models List
Sprite and model Properties
Photon Runtime Model Sprite
Photon Runtime Model Sprite by Name
Properties return safe default values when Photon data is unavailable. Use the matching connection, room, player, or property-existence Condition when the distinction matters to gameplay.
Choosing the right tool
Show a temporary effect now
RPC to All or Others
Ask one client to decide
RPC to Master Client
Store a player's ready state
Player property
Store the match phase
Room property
Spawn something everyone must see
Photon Instantiate
Spawn something owned by the room
Photon Instantiate Room Object
Respond to shared state changing
Player or room property update Event
Find who sent a network call
RPC Sender
Find who joined or left
The Event's player output
See Multiplayer Guide for complete patterns.
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