photon | RStudio Add-in to build Shiny apps | Data Visualization library

 by   ColumbusCollaboratory R Version: Current License: No License

kandi X-RAY | photon Summary

kandi X-RAY | photon Summary

photon is a R library typically used in Analytics, Data Visualization, Electron applications. photon has no bugs, it has no vulnerabilities and it has low support. You can download it from GitHub.

RStudio Add-in to build Shiny apps utilizing the Electron framework
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            kandi-support Support

              photon has a low active ecosystem.
              It has 85 star(s) with 14 fork(s). There are 9 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 25 open issues and 8 have been closed. On average issues are closed in 53 days. There are 2 open pull requests and 0 closed requests.
              It has a neutral sentiment in the developer community.
              The latest version of photon is current.

            kandi-Quality Quality

              photon has 0 bugs and 0 code smells.

            kandi-Security Security

              photon has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              photon code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              photon does not have a standard license declared.
              Check the repository for any license declaration and review the terms closely.
              OutlinedDot
              Without a license, all rights are reserved, and you cannot use the library in your applications.

            kandi-Reuse Reuse

              photon releases are not available. You will need to build from source code and install.
              Installation instructions are not available. Examples and code snippets are available.

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            photon Key Features

            No Key Features are available at this moment for photon.

            photon Examples and Code Snippets

            No Code Snippets are available at this moment for photon.

            Community Discussions

            QUESTION

            Room's custom properties don't get updated | Photon PUN2 | Unity
            Asked 2022-Apr-09 at 10:27

            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 15:04

            You 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);

            Source https://stackoverflow.com/questions/71797110

            QUESTION

            Input for currency not treating 0 like other numbers after decimal
            Asked 2022-Mar-29 at 19:14

            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 17:07

            I 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

            Source https://stackoverflow.com/questions/71665933

            QUESTION

            does'nt join the room || Photon Pun
            Asked 2022-Mar-29 at 07:45

            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 06:10

            PhotonNetwork.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

            Source https://stackoverflow.com/questions/71602785

            QUESTION

            Unity UI Text Value Only Updates In Editor Game Mode
            Asked 2022-Mar-24 at 18:42

            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 18:42

            I have now fixed this issue. The steps I took were:

            1. Deleted and recreated my TurnInfo UI. The only difference I made was not setting an initial Text value through the inspector.
            2. Transferred my code relating to turnInfo and put it in a separate script called TurnManager and attatched this to another empty GameObject.
            3. I set an initial value for the Text in Start() and separated some of my code.

            This is how my script looks now:

            Source https://stackoverflow.com/questions/71606710

            QUESTION

            Joining a channel on Agora (Unity/iOS) makes in-game music almost inaudible
            Asked 2022-Mar-22 at 14:07

            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 10:38

            This 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:

            https://stackoverflow.com/a/62840934/2156765

            Source https://stackoverflow.com/questions/71438700

            QUESTION

            Character selection and uploading characters to the scene with photon pun2
            Asked 2022-Mar-18 at 02:15

            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 02:15

            Each player only knows their own setting for the index, because they use the value set in PlayerPrefs.

            Source https://stackoverflow.com/questions/71516468

            QUESTION

            How to install "com.unity.Mono.nuget.mono-cecil" package to Unity project
            Asked 2022-Mar-15 at 08:49

            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 08:49

            I 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

            Source https://stackoverflow.com/questions/71475862

            QUESTION

            How to fix "Cannot implicitly convert type 'void' to 'UnityEngine.AsyncOperation"?
            Asked 2022-Jan-27 at 08:28

            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 08:28

            You can not assign PhotonNetwork.LoadLevel to AsyncOperation. So, you need to use

            Source https://stackoverflow.com/questions/70874182

            QUESTION

            "Using MLAPI" gives error message, even when I have MLAPI installed
            Asked 2022-Jan-24 at 13:48

            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

            image of error message

            image of the packages

            ...

            ANSWER

            Answered 2022-Jan-24 at 13:48

            you need to import MLAPI like so using Unity.Netcode;

            Source https://stackoverflow.com/questions/70626434

            QUESTION

            Optimizing a simple Photon Detection Simulation
            Asked 2022-Jan-22 at 06:26

            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 05:44
            photons_random_pixel_choice = np.array([random.choice(index_range) for z in range(rows)]) 
                
            

            Source https://stackoverflow.com/questions/70810227

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install photon

            You can download it from GitHub.

            Support

            For photon questions contact pgordon@cbuscollaboratory.com For questions about the implementation of Electron, Chromium or node.js contact pgordon@cbuscollaboratory.com For questions about the R portable contact snikitin@cbuscollaboratory.com.
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