As a Unity developer who's shipped multiple multiplayer prototypes and one live mobile title, I can tell you that choosing the right networking layer shapes both the development workflow and the player experience. Photon PUN (Photon Unity Networking) remains a pragmatic and widely-used choice for real-time, small-to-medium scale multiplayer games. In this guide I’ll walk through how Photon PUN works, what problems it solves, practical patterns I’ve used, and concrete tips to build robust, low-latency multiplayer—plus a short code sketch to get you started. For inspiration on user-facing multiplayer design, consider examples like keywords.
What is Photon PUN and why it matters
Photon PUN is a Unity-tailored layer around Exit Games’ Photon Realtime cloud platform. It provides a high-level API for creating rooms, synchronizing objects, invoking RPCs, and handling common multiplayer workflows (matchmaking, lobbies, reconnects). Photon PUN (often encountered as PUN Classic or PUN 2) abstracts a lot of socket-level complexity while remaining flexible enough for many genres—card games, board games, fast-action shooters, and co-op experiences.
Key advantages:
- Low friction integration with Unity—components like PhotonView and MonoBehaviourPunCallbacks map well to Unity paradigms.
- Proven cloud infrastructure—Photon Cloud has global regions and managed matchmaking.
- Rich feature set—RPCs, state synchronization, room/custom properties, interest groups, and Photon Voice support.
Core concepts you must internalize
Before coding, understand these primitives—most bugs come from misconceptions here:
- PhotonNetwork – the static entry point for connecting, creating/joining rooms, and global settings.
- PhotonView – the identity component that replicates GameObject state and routes RPCs. Each PhotonView has an ID and an owner.
- MasterClient – a special client in each room that can act as temporary authoritative server for non-authoritative setups.
- Rooms & Lobby – rooms contain players and game state; lobbies are where matchmaking lists are visible.
- OnPhotonSerializeView – the core hook for fine-grained state synchronization (binary, efficient).
Design patterns and synchronization strategies
Your genre determines the synchronization model. Here are patterns I use in production:
1. Authoritative vs. non-authoritative
For competitive or cheat-sensitive games, use an authoritative server model. With Photon Cloud, common approaches include:
- Designating the MasterClient as authority and validating moves server-side (works for many casual multiplayer games).
- Using a dedicated authoritative backend (custom servers) for fully trusted logic while using Photon for low-latency messaging.
2. State syncing: OnPhotonSerializeView
Serialize only what changes and choose appropriate precision. For transforms, send compressed floats or deltas. Use interpolation on clients to hide jitter and extrapolation for responsiveness.
3. RPCs for discrete events
RPCs are perfect for discrete events (ability triggers, card deals). Avoid RPCs for continuous state—use serialized state instead.
4. Interest management
Reduce bandwidth by grouping players into interest groups or by sending updates only to nearby players (rooms, sub-rooms, or custom filters).
Practical setup: a small starter snippet
Here’s a minimal flow to connect, join/create a room, and spawn a networked player. It's a compact example of the most common lifecycle:
<!-- Pseudocode overview for clarity -->
1. PhotonNetwork.ConnectUsingSettings();
2. OnConnectedToMaster() { PhotonNetwork.JoinRandomRoom(); }
3. OnJoinRandomFailed() { PhotonNetwork.CreateRoom(null, new RoomOptions { MaxPlayers = 8 }); }
4. OnJoinedRoom() { PhotonNetwork.Instantiate("PlayerPrefab", spawnPos, Quaternion.identity); }
This pattern handles typical edge cases: failed random join -> create a room; automatic instantiation on join. Always implement reconnection flows (OnDisconnected) to manage flaky mobile networks.
Latency, interpolation and tick rates
Latency management separates amateur builds from polished products. A few rules I use:
- Pick a network tick for authoritative updates and stick to it. For action games 10–30 ticks/sec is common; for card games you can be much lower.
- Client-side prediction: predict immediate outcomes for player inputs, then correct with server reconciliation when authoritative updates arrive.
- Interpolate remote entities smoothly using buffered state. Extrapolate briefly only when necessary and add snap thresholds to avoid visible warping.
Matchmaking, rooms, and persistent state
Photon offers lobbies and room listing; for more advanced matchmaking (skill-based, regions, capacity) use custom properties and a matchmaking service. Keep persistent game progress out of volatile room state—store player progress in a backend database and use Photon solely for live interactions. Use room properties for transient match configuration (map, mode, seed).
Scale, deployment and pricing considerations
Photon Cloud is convenient but has pricing tiers and bandwidth considerations. For very large or latency-sensitive deployments consider:
- Photon Server SDK self-hosted for full control
- Distributed architectures (microservices) to handle persistence, analytics, and cheat prevention
- Combining Photon with a backend authoritative server for critical systems
Plan for region-aware matchmaking and capacity forecasting. Use the Photon dashboard to inspect concurrency, region distribution, and packet rates so you can make informed scaling decisions.
Common pitfalls and how to avoid them
- Over-synchronizing: Sending full object states every frame kills mobile bandwidth. Send deltas, quantized values, or only when something meaningful changes.
- Ownership confusion: Make clear rules for who can move or modify objects. Use PhotonView.TransferOwnership when ownership must switch.
- Ignoring reconnection: Implement rejoin and state reconciliation—players on mobile will drop frequently.
- Cheat surfaces: Never trust client inputs for critical game logic unless validated.
Debugging, profiling and observability
Use Photon’s logging combined with Unity’s profiler. Simulate packet loss and latency locally to observe interpolation behavior. For production, log key events (joins, disconnects, authority changes) to your analytics backend so you can surface correlation between network events and retention or engagement metrics.
Real-world example: building a live card game
I once led a team that built a 6-player card game prototype in four sprints using Photon PUN. We used room properties to store table state (small immutable objects like deck seed and blinds), RPCs for dealing and discrete moves, and OnPhotonSerializeView for avatar state only. Key lessons:
- Model game state as authoritative on MasterClient to reduce complexity.
- Keep turn logic deterministic and small—this simplifies reconnection and replay.
- Use a thin backend to persist player wallets and anti-fraud checks—don’t rely on room state for financial truth.
Next steps and learning path
To gain mastery:
- Read the Photon PUN 2 documentation and walkthroughs.
- Create small prototypes for different synchronization models: one authoritative, one client-predicted.
- Profile with simulated lag and packet loss.
- Study other networking solutions (Fusion, Mirror, Netcode for GameObjects) to understand trade-offs.
Checklist before shipping
- Have a defined authority model (who validates moves).
- Limit networked state to essentials; quantize where possible.
- Implement reconnection and state recovery.
- Test on target mobile networks and WebGL environments.
- Instrument logs and analytics for networking KPIs.
Conclusion
Photon PUN offers a balanced mix of ease-of-use and power for many Unity multiplayer projects. Its component-based approach fits Unity workflows, and with careful architecture—clear authority, efficient serialization, and good latency handling—you can create tight multiplayer experiences that feel fair and responsive. Start small, iterate on synchronization strategies, and keep observability in mind so you can react to real-world network variability.
If you want to explore live multiplayer designs or need real examples to study, check out related projects and inspiration from external services like keywords.