Photon: the second game don't connect
First I'm sorry for my English. I have a problem with the connection with photon, I have 2 scenes, the first with the menu and the second with the game. When I access the game scene, it connects to the photon and searches or creates a game. The first time I play everything runs smoothly but when I return to the menu and give play again stays in "Best region found in PlayerPrefs Connecting to: Eu" and does nothing more. I do not understand what I'm doing wrong. When I run it for the second time, the unity emulator lets me stop it but if I try to do something else it stops unity and I have to force it to close.
public void Connect() { Debug.Log("connect"); if (PhotonNetwork.connectionState == ConnectionState.Disconnected) { if (previousRoom != null) { Debug.Log("con sala previa"); PhotonNetwork.ReconnectAndRejoin(); } else { Debug.Log("sin sala previa"); //enter here at the second try PhotonNetwork.ConnectUsingSettings(_gameVersion); } } }//exit game scene methods
private IEnumerator fadeToMenu() { if (local != null) local.abandonar(); animandofadeimg = true; fadeimg.transform.Find("Background").Find("reloj").GetComponent<Image>().enabled = false; fadeimg.transform.Find("Background").Find("looking_for_game").GetComponent<Text>().enabled = false; float alpha = fadeimg.GetComponent<CanvasGroup>().alpha; while (alpha < 1) { alpha += Time.deltaTime; if (alpha > 1) alpha = 1; fadeimg.GetComponent<CanvasGroup>().alpha = alpha; yield return null; } animandofadeimg = false; if (PhotonNetwork.inRoom) { Debug.Log("Manual Room Exit: Leaving room - " + PhotonNetwork.room.Name); if (PhotonNetwork.isMasterClient) { PhotonNetwork.DestroyAll(); } PhotonNetwork.Disconnect(); crearLog("desconecta de la sala"); } loadMenu(); yield return null; } private void loadMenu() { if (!SceneManager.GetSceneByName("Menu").isLoaded) { SceneManager.LoadScene(1); } else { SceneManager.SetActiveScene(SceneManager.GetSceneByName("Menu")); } clearData(); } private void clearData() { alpha = 0f; preguntas = null; if (sinresponder != null) { sinresponder.Clear(); sinresponder = null; } preguntaActual = null; recompensa = 10; TextoPregunta.text = ""; Puntos.text = ""; Tiempo.text = ""; Rivaltiempo.text = ""; RivalPuntos.text = ""; foreach (Button b in buttons) { b.GetComponentInChildren<Text>().text = ""; } local = null; rival = null; escala = 0f; crecimiento = true; entrando = false; saliendo = false; ended = false; ocultando = true; animando = false; ganado = true; previousRoom = null; foreach (GameObject go in FindObjectsOfType<GameObject>()) Destroy(go); Destroy(gameObject); }
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