photon | an open source geocoder for openstreetmap data | Map library
kandi X-RAY | photon Summary
kandi X-RAY | photon Summary
photon is an open source geocoder built for OpenStreetMap data. It is based on elasticsearch - an efficient, powerful and highly scalable search platform. photon was started by komoot and provides search-as-you-type and multilingual support. It's used in production with thousands of requests per minute at www.komoot.de. Find our public API and demo on photon.komoot.io. Until October 2020 the API was available under photon.komoot.de. Requests still work as they redirected but please update your apps accordingly.
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Top functions reviewed by kandi - BETA
- Main entry point
- Updates the index
- Start a server
- Add all languages
- Process the incoming request
- Parses a tag filter string into a tag filter object
- Create a new photon request from the web request
- Add new house numbers for interpolation lines
- Add the new house numbers for an interpolation
- Bulk insert
- Set extra tags
- Returns the localized value for the specified key
- Performs a reverse search
- Set the bounding box of the bounding box
- Extracts the coordinates as an array of coordinates
- Get the extent of the region
- Completes the placeholders in place
- Get the country names for a country
- Parse the phone numbers from the address
- Adds a document to the import queue
- Build JDBC data source
- Performs a bulk search
- Handle the incoming request
- Applies the postcode to this document
- Copy directory to Elasticsearch directory
- Compares this object with the specified object
photon Key Features
photon Examples and Code Snippets
Community Discussions
Trending Discussions on photon
QUESTION
I have a system where a player can create a room and then other players can join that room. At any point the master client can change scenes for everyone in the room and they can start playing but other players can still join the room and will instantly get their scenes synced.
However I would like to show the players that are choosing a room to join whether or not the game in that room has already begun. I decided to do that by using the customproperties of a room to save an integer which can be either 0 (players are still waiting) or 1 (players are in game). I set the custom properties after getting a callback on the master client that the room was created, however the custom properties don't change after I use SetCustomProperties.
ANSWER
Answered 2022-Apr-08 at 15:04You are creating an empty hashtable, so it doesn't contains the key "inGame". You need to add it first before accessing it using roomProps["inGame"] = 0;
You can add keys like that :
ExitGames.Client.Photon.Hashtable roomProps = new ExitGames.Client.Photon.Hashtable() { {"inGame", 0} };
or
roomProps.Add("inGame", 0);
QUESTION
I'm make a react application that takes an input that should be shown to two decimal places. When the default input has a one number after the decimal, it should add a second number with a 0 after it. It also lets me add infinite amounts of "0"s, but caps any other number at 2 decimal places.
Two different problems pictured:
Case 1. This is how the input looks when first loaded. The preferred display would be 1.60 (two decimal places)
Case 2. Current behavior allows the user to add infinite 0s (any other number it caps at 2 decimal places). Expected behavior should cap all numbers including 0s at 2 decimal places.
...ANSWER
Answered 2022-Mar-29 at 17:07I dont know how you are initializing the first load but you can use UseEffect()
to fix the decimal place issue like you mentioned.
For the infinite decimal places...
onChange
is an event that is already happen, you might want to try changing from onChange
to onKeyDown
or onKeyPress
and in your code you can add e.preventDefault()
to stop number from being entered
QUESTION
I am recently working on my multiplayer game Using Unity3d and Photon PUN2;
I want to make a system where player clicks the button to join the room if it is not avilabe then create;
When staringt the game from two players (parrelSync) from p1 it just make a room normal (because in starting no rooms are available)
form p2 it does not join the room
here is the code
...ANSWER
Answered 2022-Mar-25 at 06:10PhotonNetwork.CurrentRoom
returns the room which you are currently in, which will always be null in your case.
Instead of checking for PhotonNetwork.CurrentRoom
just use PhotonNetwork.JoinRoom
and also override the OnJoinRoomFailed()
which will be called when we attempt to join the room with roomID
which does not exist yet, and in it just create new room.
Something like following would work
QUESTION
I am making a 2D game in Unity and am using a Text element to tell players whose turn it is and to keep track of the GameState and player turns. In the Unity game mode the text value is changed to the expected value but this is not the case for the actual build. These values are described later down in the post with images.
I have spent the last 2 days reading through forums and praying for a fix through trial and error but this has not been successful. This UI element used to work perfectly fine and I am not receiving any NullReference errors which led me to believe it was a Unity issue so I have tried:
- Updating my editor version
- Using TextMesh Pro Text
- Re-adding my menu manager script
- Changing the text value in different ways instead of GetChildrenInComponent
- Disabling features I had added since this UI feature
- Messing around with my hierarchy
This is my MenuManager Script. This question mainly refers to my text element which is a child of the public GameObject turnInfo variable and the ShowTurnInfo() function called in Update() located near the bottom of the script.
...ANSWER
Answered 2022-Mar-24 at 18:42I have now fixed this issue. The steps I took were:
- Deleted and recreated my TurnInfo UI. The only difference I made was not setting an initial Text value through the inspector.
- Transferred my code relating to turnInfo and put it in a separate script called TurnManager and attatched this to another empty GameObject.
- I set an initial value for the Text in Start() and separated some of my code.
This is how my script looks now:
QUESTION
I'm trying to integrate Agora voice SDK in a multiplayer project (built using Photon). The level has loads of 3D spacial audio setup and a background music that is properly audible. The moment I join a voice channel, all the in-game audio levels drop drastically. The voice chat volume itself sounds fine however. And this happens only on actual device(iOS), not on Unity editor.
I tried reproducing this issue in the HelloUnity3D sample scene that comes with the SDK. No code change. Simply added an audio source in the scene with a music clip. Seems to be happening there as well.
Is this expected? How do I keep Agora from modifying other audio sources?
Unity version:2020.3.28f1. Agora SDK version: 3.5.0.70
...ANSWER
Answered 2022-Mar-14 at 10:38This answer about audio ducking with the Agora SDK is likely what you're after. You might have to add some iOS specific code to your project to achieve it:
QUESTION
I'm trying to develop a 3D multiplayer game with Unity. I don't know much about Photon, there are similar questions to the one I'm going to ask, but I still haven't found a solution. I will be glad if you help. I have two scenes named "menu" and "game". In the menu scene, users make character selection after authenticating with playfab. After completing the selection, they connect to the lobby and set up a room and load the game scene. So far everything is successful. However, when the game scene is loaded, I have difficulty loading the characters selected by the users into the scene.
Here is the code file where I make the users choose their characters:
...ANSWER
Answered 2022-Mar-18 at 02:15Each player only knows their own setting for the index, because they use the value set in PlayerPrefs.
QUESTION
I was working on starting some work with Photon engine, and ne dependancy was the unity package version of Cecil. There is an API reference to it, but I cannot find it in the package manager or anywhere online. Can someone help me figure this out, I have only really used unity for around 3 years and I am very new to this engine.
Edit: I am using Unity v2021.1.5, if that is relevant
Thanks!
...ANSWER
Answered 2022-Mar-15 at 08:49I think you are rather referring to com.unity.nuget.mono-cecil.
As this is a package link you (try to) can install it into your project even if it is not appearing in the Package Manager.
In the Package Manager Window simply click the ✚
→ Add package from git URL ...
and enter
QUESTION
I've tried adapting the usual single-player loading bar code to one that'll work for multiplayer using PHOTON. Below is the code I've tried.
...ANSWER
Answered 2022-Jan-27 at 08:28You can not assign PhotonNetwork.LoadLevel
to AsyncOperation
. So, you need to use
QUESTION
I have MLAPI (https://docs-multiplayer.unity3d.com/docs/migration/install/index.html) installed with Tanks multiplayer (https://assetstore.unity.com/packages/templates/tutorials/tanks-multiplayer-mlapi-photon-mirror-69172#description), and when I import the tanks multiplayer code for MLAPI, I get the error: "error CS0246: The type or namespace name 'MLAPI' could not be found (are you missing a using directive or an assembly reference?)", even though it is installed, and I don't know what to do
...ANSWER
Answered 2022-Jan-24 at 13:48you need to import MLAPI like so using Unity.Netcode;
QUESTION
I am a medical physics student trying to simulate photon detection - I succeeded (below) but I want to make it better by speeding it up: it currently takes 50 seconds to run and I want it to run in some fraction of that time. I assume someone more knowledgeable in Python could optimize it to complete within less than 10 seconds (without reducing num_photons_detected values). Thank you very much for trying out this little optimization challenge.
...ANSWER
Answered 2022-Jan-22 at 05:44photons_random_pixel_choice = np.array([random.choice(index_range) for z in range(rows)])
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