Do ıt have Room.IsOpen Listener
Room.IsOpen=false;
But ı did not found ant trigger for complete room close.
I've tried Room.IsOpen=close While there is no internet connection.
print(Room.IsOpen);
Result=> false;
Is there a method that tells you that room properties have changed.
OnPhotonCustomRoomPropertiesChanged Does not give results for IsOpen=false.
Comments
-
Hi @querwilly,
Thank you for choosing Photon!
I don't understand the problem here.OnPhotonCustomRoomPropertiesChanged
should be triggered for remote players when well known room properties are changed also, like IsOpen.
But are you saying it is not the case while there is no internet or in PUN's offline mode. It is expected since the PropertiesChanged event won't be received.
In all cases, only custom room properties changes will trigger that callback when PUN is not in offline mode and when you do not use CAS.0 -
i wi
Hello John,JohnTube said:Hi @querwilly,
Thank you for choosing Photon!
I don't understand the problem here.OnPhotonCustomRoomPropertiesChanged
should be triggered for remote players when well known room properties are changed also, like IsOpen.
But are you saying it is not the case while there is no internet or in PUN's offline mode. It is expected since the PropertiesChanged event won't be received.
In all cases, only custom room properties changes will trigger that callback when PUN is not in offline mode and when you do not use CAS.
Internet Connection On
PhotonNetwork.room.IsOpen=false;
I tried OnPhotonCustomRoomPropertiesChanged not effected. please check your photon.
Thanks0 -
The OnPhotonCustomRoomPropertiesChanged will be triggered only on remote players and not for the local one who sets the properties.0
-
This is not a good method.JohnTube said:The OnPhotonCustomRoomPropertiesChanged will be triggered only on remote players and not for the local one who sets the properties.
I have to make sure the room is closed.
The room closes in 1-2 seconds.
When the game starts. Someone can enter with room name0 -
Just create new room property "roomIsClosed".
When client joins you can check if "roomIsClosed" and force to disconnect.0 -
This is not goot method.OneManArmy said:Just create new room property "roomIsClosed".
When client joins you can check if "roomIsClosed" and force to disconnect.
I have to wait room closed and run game!0 -
Then wait till room is closed and start game (close room and run countdown timer).
If someone joins after room was closed, kick him.
Not always "good method" exists.0 -
I did so.OneManArmy said:Then wait till room is closed and start game (close room and run countdown timer).
If someone joins after room was closed, kick him.
Not always "good method" exists.
but User's internet is very bad.
Is not closing the room.
Closes the second room in the room.
A lot of nonsense.
Information must be provided precisely when the room is closed
0