Imagine: your mobile Unity game, you integrated Photon, but when switching from Wi-Fi to 4G the connection breaks and players are kicked out of the room. A familiar problem? We solve it at code level: configure playerTtl, reconnect, and manual synchronization so traffic doesn't go to waste. Many developers make the same mistake: relying on the default PhotonTransformView components, leading to excessive traffic and reconnection issues. We offer a proven approach that reduces traffic by 3–5 times and provides stable connections on mobile devices. In 5 years of working with Photon, we've completed 15+ projects for mobile games — from simple lobbies to complex quests with matchmaking. If you want to avoid typical problems and save on traffic, contact us for Photon integration into your game.
How to Properly Synchronize Objects in Photon?
PhotonView is the main synchronization component. Each networked object gets a ViewID. Synchronizing position and rotation via PhotonTransformView is the default — it works, but sends updates on every FixedUpdate, even if the object hasn't moved.
The correct approach: implement IPunObservable.OnPhotonSerializeView with manual control over data sending:
public void OnPhotonSerializeView(PhotonStream stream, PhotonMessageInfo info)
{
if (stream.IsWriting)
{
// Send only if significantly changed
if (Vector3.Distance(_lastSentPosition, transform.position) > 0.01f)
{
stream.SendNext(transform.position);
stream.SendNext(transform.rotation);
_lastSentPosition = transform.position;
}
}
else
{
_networkPosition = (Vector3)stream.ReceiveNext();
_networkRotation = (Quaternion)stream.ReceiveNext();
}
}
On the client, the received _networkPosition is not applied directly — we interpolate via Vector3.MoveTowards or Lerp using the packet time from PhotonMessageInfo.SentServerTime. As Photon documentation states, this approach minimizes network traffic without sacrificing smoothness.
Comparison of synchronization methods:
| Method |
Traffic (packets/sec) |
Latency |
Simplicity |
| PhotonTransformView |
20 packets (default) |
Low |
High |
| IPunObservable (manual) |
1–2 packets (only on change) |
Medium |
Medium |
Manual synchronization reduces traffic by 3–5 times. For mobile games, this is critical because Photon is billed by CCU.
How Does RPC Work and When to Use It?
photonView.RPC — for events that must be guaranteed to arrive: damage, death, item pickup. RpcTarget.All sends to everyone in the room including sender. RpcTarget.Others sends to everyone except.
Common mistake: using RPC for positional updates. RPC is reliable (TCP-like behavior), adds acknowledgement overhead. For positions — PhotonNetwork.SendRate + OnPhotonSerializeView; for important events — RPC.
PhotonNetwork.SendRate defaults to 20, SerializationRate to 10. For mobile, a balance between traffic and smoothness: 15/10.
Connection and Rooms
PhotonNetwork.ConnectUsingSettings(); // uses PhotonServerSettings asset
void OnConnectedToMaster() {
PhotonNetwork.JoinRandomOrCreateRoom(
expectedCustomRoomProperties: null,
expectedMaxPlayers: 4,
matchingType: MatchmakingMode.FillRoom,
typedLobby: null,
sqlLobbyFilter: null,
createIfNotFound: true
);
}
RoomOptions.CustomRoomPropertiesForLobby — array of keys visible in the lobby for filtering. Don't pass everything to lobby properties: only what is filtered (region, game mode, map).
Why Do Players Disconnect on Network Change?
Network change. The Photon SDK supports PhotonNetwork.ReconnectAndRejoin() — but only if the room has playerTtl > 0. Default is playerTtl = 0, the player is considered disconnected instantly. For mobile: set playerTtl = 10000 (10 seconds for reconnect).
iOS Background. When going to background, iOS aggressively kills network connections. Photon will disconnect in 5–10 seconds. For games where this is critical — use UIBackgroundModes: voip (with caution, Apple may reject) or graceful disconnect.
Traffic. Photon Realtime is billed by CCU (concurrent users). 20 CCU are free. When integrating, it's worth adding Photon Dashboard for monitoring — you can see message count, bytes, peaks. We include Photon Dashboard setup and code optimization in our work to reduce traffic by 30–50%.
Typical Mistakes When Integrating Photon on Mobile Devices
- Missing playerTtl — players instantly leave the room on temporary disconnect.
- Using PhotonTransformView for all objects — unnecessarily high traffic.
- Frequent RPC calls for positions — increases latency and load.
- Ignoring SendRate and SerializationRate settings — can be lowered without quality loss.
These mistakes are easily fixed during development. Order an audit of your project to identify them before release.
What Our Photon Integration Work Includes?
- Audit of the current implementation (if any)
- Setup of Photon SDK and configuration (regions, rooms, TTL)
- Implementation of synchronization via IPunObservable (manual traffic management)
- Integration of matchmaking with custom properties
- Setup of RPC and reliable events
- Optimization for mobile devices (reconnect, traffic, background)
- Testing on 10+ real devices across different networks
- Provision of documentation and post-deployment support
Timeline and Cost
Basic integration of Photon Realtime with rooms, position synchronization, and RPC: from 3 to 7 days. Full system with matchmaking, custom properties, and mobile optimization: from 2 to 3 weeks. Cost is calculated individually — we will assess your project in 1 day.
Ready to discuss the details? Contact us for a consultation and accurate estimate. Reach out for reliable Photon integration in your mobile game.
How to Start Integrating API into a Mobile App?
The request goes out, the response doesn't come, timeout — 30 seconds. The user stares at the spinner. No network — mobile card in the subway. Or the network is there, but the server returns 200 with an HTML error page instead of JSON — and the app crashes on JSONDecoder.decode(). We see such cases on every second project. So integrating API into a mobile app is not just calling an endpoint, but designing a reliable network layer: error handling, caching, offline mode, certificate pinning. Order an audit of your current network layer — we will evaluate the project in 1 day. Our team guarantees a thorough analysis and provides a detailed roadmap.
Standard libraries like URLSession and OkHttp provide basic HTTP clients, but for production you need retries with exponential backoff, status code validation, typed deserialization, and network state monitoring. Without this, the app loses data and users. We have been doing mobile development for 5 years and implemented more than 30 projects with API integration on iOS, Android, and Flutter — from startups to enterprise solutions.
How to Choose a Protocol for API Integration?
| Protocol |
Response Size |
Parsing Speed |
Caching |
Suitable For |
| REST |
Large (fixed structure) |
Medium |
HTTP cache + local |
CRUD, typical screens |
| GraphQL |
Minimal (only needed fields) |
Medium (normalized cache) |
In-memory cache (Apollo) |
Complex UIs with different queries |
| gRPC |
Minimal (protobuf) |
High |
Stream-level |
High-load, real-time, IoT |
| WebSocket |
— (binary/text) |
— |
Manual |
Chats, quotes, synchronization |
REST remains the standard for most projects. But when a profile screen needs 5 fields out of 40, GraphQL eliminates over-fetching and reduces traffic by 30–60%. gRPC is justified for thousands of requests per minute (trading, IoT) — binary serialization is 3–5 times faster than JSON. WebSocket is the only choice for real-time without polling (messages, notifications).
Practical example: For a fintech app, we replaced REST (40 fields) with GraphQL — response size dropped from 12 KB to 2.5 KB, screen render time decreased by 70%. Traffic savings were significant. Our certified iOS and Android developers have deep experience with all these protocols — you can rely on proven solutions.
How to Ensure Reliable Connection and Offline-First?
Users lose network in the subway, elevator, tunnel. A mobile app must work without internet — at least in read-only mode. We implement the offline-first pattern:
- On screen open, first show data from the local cache (Core Data / Room).
- Simultaneously perform a network request, update UI after response.
- If network is unavailable — show cached data and a 'no connection' label.
- When network is restored, automatically synchronize changes.
For HTTP response caching we use URLCache (iOS) and OkHttp Cache (Android) with Cache-Control support. For structured data — SwiftData / Room. NWPathMonitor / ConnectivityManager.NetworkCallback monitor network state and trigger updates.
REST and Client Library Selection
Alamofire (iOS) — de facto standard for Swift projects. On top of URLSession it adds request chaining, response validation, automatic retry, certificate pinning via ServerTrustManager. AF.request() with .validate() returns an error for any status code outside 200–299. Without .validate(), Alamofire considers 404 and 500 as successful responses. With Swift Concurrency — async version via serializingDecodable.
Retrofit (Android) — annotation-based HTTP client on top of OkHttp. An interface with annotations compiles into implementation. @GET, @POST, @Path, @Query, @Body — declarative API description. OkHttp under the hood: connection pooling, transparent gzip, HTTP/2 multiplex. HttpLoggingInterceptor — logging in debug builds. Authenticator — automatic token refresh on 401.
Ktor (KMM/Flutter) — multiplatform HTTP client. On iOS it works via Darwin engine (URLSession), on Android — via OkHttp. Single code for both platforms with KMM architecture.
GraphQL: When REST Falls Short
REST returns a fixed structure. A profile screen needs name, avatar, email — the server sends 40 fields. Over-fetching. GraphQL solves this: the client requests exactly the needed fields. This is critical for mobile where traffic and parsing time are real constraints. Apollo iOS and Apollo Kotlin generate typed classes from schema: schema.graphql + query files → strict types at compile time. Subscriptions via WebSocket — real-time without polling. Limitation: GraphQL is harder to cache at the HTTP level. Apollo uses a normalized in-memory cache InMemoryNormalizedCache — requests with overlapping data update the cache without duplication.
WebSocket: Real-Time Without Extra Traffic
Polling (setInterval every 5 seconds) — battery and traffic waste. WebSocket is a persistent bidirectional connection. iOS: URLSessionWebSocketTask (native, iOS 13+). Android: OkHttp WebSocket. Mandatory reconnect handling: on onFailure — exponential backoff (1s → 2s → 4s → 8s → max 60s). Socket.IO is an overlay with automatic reconnect, but for new projects native WebSocket is preferable (fewer dependencies).
gRPC: For High-Load Services
gRPC with protobuf — binary serialization: smaller size, faster parsing. grpc-swift for iOS, grpc-kotlin for Android. The protobuf schema compiles to typed classes. Streaming (server-side, client-side, bidirectional) is a native feature. Application threshold: high request frequency (trading, IoT) or critical latency. For regular CRUD, REST is simpler to debug and monitor.
Certificate Pinning and Security
A corporate proxy can intercept HTTPS by substituting the certificate. Certificate pinning prevents this: the app accepts only a specific certificate or public key. Alamofire: ServerTrustManager with PinnedCertificatesTrustEvaluator. OkHttp: CertificatePinner with SHA-256 hash. Apple's App Transport Security documentation recommends pinning certificates for sensitive data. Operational complexity: on certificate rotation, older app versions stop working. Solution — pinning to the CA public key or support multiple pins with a grace period.
What Is Included in the Work
| Stage |
Duration |
Result |
| API and requirements analysis |
1–2 days |
Endpoint specification, protocol selection, caching schema |
| Network layer implementation |
3–5 days |
Client library, error handling, retry, pinning |
| Offline mode and caching |
2–3 days |
Local storage, offline-first pattern |
| Integration and testing |
2–3 days |
Unit tests (URLProtocol/OkHttp MockWebServer), UI tests |
| Deployment and documentation |
1 day |
CI/CD, store access, team README |
We deliver: source code of the network layer, documentation on used libraries, certificate rotation instructions, 2 weeks post-delivery support. Our experience guarantees that the solution will be stable and maintainable.
Timeline and Cost
Implementation of a network layer with REST, retry, caching, and offline mode — 1–2 weeks. Adding GraphQL or WebSocket — another 1–2 weeks. gRPC — 2–3 weeks, including code generation. The cost is calculated individually after analyzing the API and offline behavior requirements. We will evaluate the project in 1 day — contact us for a consultation. Get a reliable API integration with guaranteed quality.