Can I use the photon cloud in the corona enterprise?
Please tell me how to set the “plugin.photon”.
Can I use the photon cloud in the corona enterprise?
Please tell me how to set the “plugin.photon”.
I believe that you can use it exactly as in other Corona editions.
If in some advanced developing scenario plugin fails, you can always use ‘offline’ Photon Corona sdk version: https://www.exitgames.com/Download/Realtime.Photon_v3.Photon-Corona_v3-2-1-5_Cloud_SDK.zip
Copy photon.lua lib to your lua source folder and import it:
local photon = require(“photon”)
if pcall(require,“plugin.photon”) then – load photon plugin
print(“Demo: main module:”,“Corona plugin used”)
photon = require “plugin.photon”
Logger = photon.common.Logger
LBC = photon.loadbalancing.LoadBalancingClient
tableutil = photon.common.util.tableutil
PhotonTime = photon.common.util.time
else – load photon.lua module
print(“Demo: main module:”,“Lua lib used”)
photon = require(“photon”)
Logger = require(“photon.common.Logger”)
LBC = require(“photon.loadbalancing.LoadBalancingClient”)
tableutil = require(“photon.common.util.tableutil”)
PhotonTime = require(“photon.common.util.time”)
end
I copied this code from the sample to my project.
This is what you mean, right?
When I build my project with corona SDK, photon plugin successes to be downloaded and enters “if”
“if pcall(require,“plugin.photon”) then – load photon plugin” block,
but when I build with Corona Enterprise, the loading fails and enters
“else – load photon.lua module” block.
“pcall(require,“plugin.photon”)” is much faster than another way, so I want to load photon plugin.
I would be grateful if you could tell me how to do it.
Plugin can be really faster than lua library on connect since it uses native code for cpu-consuming tasks.
Plugin help page ( http://docs.coronalabs.com/native/plugin/index.html ) states that we can use plugin for Photon in Enterprise projects. But it would take some time to find out how. Please wait a little.
Use one of Photon plugin libraries below to link with your Enterprise project.
UPDATED:
android:
http://doc-api.exitgames.com/lua/lib/corona-plugin/2013.1125/android/libplugin.photon.so
iphone:
http://doc-api.exitgames.com/lua/lib/corona-plugin/2013.1125/iphone/libplugin_photon.a
iphone simulator:
http://doc-api.exitgames.com/lua/lib/corona-plugin/2013.1125/iphone-sim/libplugin_photon.a
With proper library linked, ‘pcall(require,“plugin.photon”)’ should succeed and plugin code would run.
We plan to update plugin documentation with these urls and notes on Enterprise.
I believe that you can use it exactly as in other Corona editions.
If in some advanced developing scenario plugin fails, you can always use ‘offline’ Photon Corona sdk version: https://www.exitgames.com/Download/Realtime.Photon_v3.Photon-Corona_v3-2-1-5_Cloud_SDK.zip
Copy photon.lua lib to your lua source folder and import it:
local photon = require(“photon”)
if pcall(require,“plugin.photon”) then – load photon plugin
print(“Demo: main module:”,“Corona plugin used”)
photon = require “plugin.photon”
Logger = photon.common.Logger
LBC = photon.loadbalancing.LoadBalancingClient
tableutil = photon.common.util.tableutil
PhotonTime = photon.common.util.time
else – load photon.lua module
print(“Demo: main module:”,“Lua lib used”)
photon = require(“photon”)
Logger = require(“photon.common.Logger”)
LBC = require(“photon.loadbalancing.LoadBalancingClient”)
tableutil = require(“photon.common.util.tableutil”)
PhotonTime = require(“photon.common.util.time”)
end
I copied this code from the sample to my project.
This is what you mean, right?
When I build my project with corona SDK, photon plugin successes to be downloaded and enters “if”
“if pcall(require,“plugin.photon”) then – load photon plugin” block,
but when I build with Corona Enterprise, the loading fails and enters
“else – load photon.lua module” block.
“pcall(require,“plugin.photon”)” is much faster than another way, so I want to load photon plugin.
I would be grateful if you could tell me how to do it.
Plugin can be really faster than lua library on connect since it uses native code for cpu-consuming tasks.
Plugin help page ( http://docs.coronalabs.com/native/plugin/index.html ) states that we can use plugin for Photon in Enterprise projects. But it would take some time to find out how. Please wait a little.
Use one of Photon plugin libraries below to link with your Enterprise project.
UPDATED:
android:
http://doc-api.exitgames.com/lua/lib/corona-plugin/2013.1125/android/libplugin.photon.so
iphone:
http://doc-api.exitgames.com/lua/lib/corona-plugin/2013.1125/iphone/libplugin_photon.a
iphone simulator:
http://doc-api.exitgames.com/lua/lib/corona-plugin/2013.1125/iphone-sim/libplugin_photon.a
With proper library linked, ‘pcall(require,“plugin.photon”)’ should succeed and plugin code would run.
We plan to update plugin documentation with these urls and notes on Enterprise.
For from 2015 of ios 64bit compatible, it is you want 64bit compatible version of plugin.photon.
We are built with Corona Enterprise 2014.2468, please what is compatible with this.
We have build 32/64 universal plugins.
You can download them from plugin doc page http://docs.coronalabs.com/daily/plugin/photon/
or by following links:
Thank you
I will try
For from 2015 of ios 64bit compatible, it is you want 64bit compatible version of plugin.photon.
We are built with Corona Enterprise 2014.2468, please what is compatible with this.
We have build 32/64 universal plugins.
You can download them from plugin doc page http://docs.coronalabs.com/daily/plugin/photon/
or by following links:
Thank you
I will try