For the complete documentation index, see llms.txt. This page is also available as Markdown.

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

Goal
Recommended 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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