DemoAsteroids is coming up with dictionary error message
So i am trying to pick apart the Asteroids demo and it all looks good, like how it utilizes many of the API and built in methods, however when I run it with my app ID, and run it with 2 executes, 1 will create the room the other will join the room... when the one that joins the room leaves, the 1 that created the room gets the following error message:
keyNotFoundException: The given key was not present in the dictionary.
System.Collections.Generic.Dictionary`2[TKey,TValue].get_Item (TKey key) (at <695d1cc93cca45069c528c15c9fdd749>:0)
GameConfig.OnPlayerLeftRoom (Photon.Realtime.Player otherPlayer) (at Assets/Scripts/GameConfig.cs:218)
Photon.Realtime.InRoomCallbacksContainer.OnPlayerLeftRoom (Photon.Realtime.Player otherPlayer) (at Assets/Photon/PhotonRealtime/Code/LoadBalancingClient.cs:4152)
Photon.Realtime.LoadBalancingClient.OnEvent (ExitGames.Client.Photon.EventData photonEvent) (at Assets/Photon/PhotonRealtime/Code/LoadBalancingClient.cs:3165)
I narrow down POSSIBLY that the second player, I see it updating or adding to the dictionary variable: private Dictionary<int, GameObject> playerListEntries;
which has count of 2, however when I use Debug.Log to display at the primary or the one hosting the room, it only shows 1 or doesnt know or realize the second player added to the dictionary, I check and thought maybe something is wrong with maybe method:
public override void OnPlayerEnteredRoom(Player newPlayer)
GameObject entry = Instantiate(playerListItemPrefab);
Debug.Log("playerlist entry new player added?: " + playerListEntries.Count);
startGameButton.interactable = CheckPlayersReady();
but not certain... again the Debug.Log is added just to keep track of player count... any thoughts or maybe a simple change or fix to this issue or maybe I am missing something from the demo that comes with PhotonUnityNetworking the DemoAsteroids?