Unity instance can't interact with standalone instances?

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My Unity standalone instances (Ctrl+B) of my game can interact with each other but the instance running in my Unity window can't interact with the standalone instances (the rooms created by one aren't recognized by the other). Here is my network code:
using UnityEngine;
using Photon.Pun;
using Photon.Realtime;

namespace OutBlast
{

   public class NetworkConnectionManager : MonoBehaviourPunCallbacks
   {

      void Awake()
      {
         PhotonNetwork.AutomaticallySyncScene = true;
      }

      void Start()
      {
         Connect();
      }

      public void Connect()
      {
         // we check if we are connected or not, we join if we are , else we initiate the connection to the server.
         if (PhotonNetwork.IsConnected)
         {
            // #Critical we need at this point to attempt joining a Random Room. If it fails, we'll get notified in OnJoinRandomFailed() and we'll create one.
            PhotonNetwork.JoinRandomRoom();
         }
         else
         {
            // #Critical, we must first and foremost connect to Photon Online Server.
            PhotonNetwork.GameVersion = "1";
            PhotonNetwork.ConnectUsingSettings();
         }
      }

      public override void OnConnectedToMaster()
      {
         Debug.Log("PUN Basics Tutorial/Launcher: OnConnectedToMaster() was called by PUN");
         PhotonNetwork.JoinOrCreateRoom("MPK", new RoomOptions(), TypedLobby.Default);
      }

      public override void OnCreatedRoom()
      {
         Debug.Log("Created Room " + PhotonNetwork.CurrentRoom.Name + " Players In Room: " + PhotonNetwork.CurrentRoom.PlayerCount);
      }

      public override void OnJoinedRoom()
      {
         Debug.Log("Joined Room " + PhotonNetwork.CurrentRoom.Name + " Players In Room: " + PhotonNetwork.CurrentRoom.PlayerCount);
      }
   }
}
Any ideas?

Comments

  • JohnTube
    JohnTube ✭✭✭✭✭
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    Hi @mpkostek,

    Thank you for choosing Photon!

    Read our "Matchmaking Checklist".
    Make sure both clients are connected to the same region/server.
    You can log the current region and server in OnConnectedToMaster