Failed parsing address

When I try and connect to a server, (this is only a test project, and I am making the lobby) I get this
error; Failed parsing address.
The full error is: Failed parsing address:
UnityEngine.Debug:LogError(Object)
Photon.Realtime.LoadBalancingClient:DebugReturn(DebugLevel, String) (at Assets/Photon/PhotonRealtime/Code/LoadBalancingClient.cs:2057)
ExitGames.Client.Photon.IPhotonSocket:Connect()
ExitGames.Client.Photon.SocketUdp:Connect()
ExitGames.Client.Photon.EnetPeer:Connect(String, String, Object)
ExitGames.Client.Photon.PhotonPeer:Connect(String, String, Object)
Photon.Realtime.LoadBalancingClient:Connect() (at Assets/Photon/PhotonRealtime/Code/LoadBalancingClient.cs:724)
Photon.Pun.PhotonNetwork:ConnectToMaster(String, Int32, String) (at Assets/Photon/PhotonUnityNetworking/Code/PhotonNetwork.cs:1184)
Photon.Pun.PhotonNetwork:ConnectUsingSettings() (at Assets/Photon/PhotonUnityNetworking/Code/PhotonNetwork.cs:1116)
Com.MyCompany.MyGame.Launcher:Connect() (at Assets/Launcher.cs:43)
UnityEngine.EventSystems.EventSystem:Update()


My script looks like this, right now:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Photon.Realtime;
using Photon.Pun;

namespace Com.MyCompany.MyGame
{
    public class Launcher : MonoBehaviourPunCallbacks
    {
        string gameVersion = "1";
        [SerializeField]
        private byte maxPlayersPerRoom = 4;
        [SerializeField]
        private GameObject controlPanel;
        [SerializeField]
        private GameObject progressLabel;
        void Awake()
        {
            PhotonNetwork.AutomaticallySyncScene = true;
        }
        void Start()
        {
            progressLabel.SetActive(false);
            controlPanel.SetActive(true);
        }

        void Update()
        {
        
        }
        public void Connect()
        {
            progressLabel.SetActive(true);
            controlPanel.SetActive(false);
            if (PhotonNetwork.IsConnected)
            {
                PhotonNetwork.JoinRandomRoom();
            }
            else
            {
                PhotonNetwork.GameVersion = gameVersion;
                PhotonNetwork.ConnectUsingSettings();
            }
        }
        //public void OnDisconnectedFromServer() 
        //{
        //    progressLabel.SetActive(false);
        //    controlPanel.SetActive(true);
        //}
        public override void OnConnectedToMaster()
        {
            Debug.Log("PUN Basics Tutorial/Launcher: OnConnectedToMaster() was called by PUN");
        }


        public override void OnDisconnected(DisconnectCause cause)
        {
            progressLabel.SetActive(false);
            controlPanel.SetActive(true);
            Debug.LogWarningFormat("PUN Basics Tutorial/Launcher: OnDisconnected() was called by PUN with reason {0}", cause);
        }
        public override void OnJoinRandomFailed(short returnCode, string message)
        {
            Debug.Log("PUN Basics Tutorial/Launcher:OnJoinRandomFailed() was called by PUN. No random room available, so we create one.\nCalling: PhotonNetwork.CreateRoom");

            PhotonNetwork.CreateRoom(null, new RoomOptions());
        }
        public override void OnJoinedRoom()
        {
            Debug.Log("PUN Basics Tutorial/Launcher: OnJoinedRoom() called by PUN. Now this client is in a room.");
        }
    }
}


Please help if you can! I really need to fix this error!

Comments

This discussion has been closed.