Why am I disconnecting from Photon Chat immediately after Connecting?

Hi I am experiencing a rather weird problem wherein which I am disconnecting from Photon Chat immediately after I am connecting to it. Here is the code I am using for Photon Chat.

using ExitGames.Client.Photon;

using Photon.Chat;

using Photon.Chat.Demo;

using Photon.Pun;

using System;

using UnityEngine;

using UnityEngine.UI;


public class PhotonChatController : MonoBehaviour, IChatClientListener

{

  [SerializeField] private string nickname;

  [SerializeField] private Text Status;

  private ChatClient chatclient;


  private void Awake()

  {

    nickname = PlayerPrefs.GetString("USERNAME");

    FriendBoxManager.SendInviteEvent += SendInvite;

  }

  void Start()

  {

    chatclient = new ChatClient(this);

    ConnectToPhotonChat();

  }

  private void OnDestroy()

  {

    FriendBoxManager.SendInviteEvent -= SendInvite;

  }


  private void SendInvite(string recepientFriend)

  {

    chatclient.SendPrivateMessage(recepientFriend, "INVITE");

  }


  private void ConnectToPhotonChat()

  {

    Debug.Log("Connect to Photon Chat");

    chatclient.AuthValues = new Photon.Chat.AuthenticationValues(nickname);

    ChatAppSettings chatSettings = PhotonNetwork.PhotonServerSettings.AppSettings.GetChatSettings();

    chatclient.ConnectUsingSettings(chatSettings);

  }


  void Update()

  {

    chatclient.Service();//in the update so that I constantly is connected and receiving messages

  }


  public void SendDirectMessage(string recepient, string message)

  {

    chatclient.SendPrivateMessage(recepient, message);

  }


  public void DebugReturn(DebugLevel level, string message)

  {


  }


  public void OnDisconnected()

  {

    Debug.Log("You have disconnected from the Photon Chat........");

  }


  public void OnConnected()

  {

    Debug.Log("You have connected to the Photon Chat.......");

    // SendDirectMessage("chethan123", "Hi Chethan 123");

  }


  


  public void OnChatStateChange(ChatState state)

  {


  }


  public void OnGetMessages(string channelName, string[] senders, object[] messages)

  {

  }


  public void OnPrivateMessage(string sender, object message, string channelName)//callback when somebody sends another player a private message

  {

    if (!string.IsNullOrEmpty(message.ToString()))

    {

      //channel name is the format [sender : recepient]

      string[] splitnames = channelName.Split(new char[] { ':' });//here you are seperatign the sender and receiver names

      string senderName = splitnames[0];

      if (!sender.Equals(senderName, StringComparison.OrdinalIgnoreCase))

      {

        Debug.Log($"{sender}:{message}");

        Status.text=$"{sender}:{message}";

      }

    }

  }


  public void OnSubscribed(string[] channels, bool[] results)

  {

  }


  public void OnUnsubscribed(string[] channels)

  {

  }


  public void OnStatusUpdate(string user, int status, bool gotMessage, object message)

  {

  }


  public void OnUserSubscribed(string channel, string user)

  {

  }


  public void OnUserUnsubscribed(string channel, string user)

  {

  }

}


Also I am connecting to PUN in another game object using the following code:

public class PhotonConnector : MonoBehaviourPunCallbacks

{

  public static Action GetPhotonFriends = delegate { };

  private string Username;

  //public Text MyName;

  public Text StatusText;

   

   

  private PhotonView PV;

  private int maxPlayers;

  [SerializeField] private GameObject MessageWindow;

  [SerializeField] private float faderTimeforWindow = 0.3f;//see inspector for final values

  //username and room name is dynamic in future

  void Start()

  {

    Username = PlayerPrefs.GetString("USERNAME");

    // MyName.text = Username;

    ConnectToPhoton(Username);

    maxPlayers = 2;

    PV = GetComponent<PhotonView>();

  }


  private void ConnectToPhoton(string nickName)//username and nickname is the same.,photon uses nickname terminolgy

  {

    Debug.Log($"Connected to Photon as {nickName}");

    Status("Connecting to \n server.....");//message display on the matchMaking Screen

    PhotonNetwork.AuthValues = new AuthenticationValues(nickName);//just does a basic authetication as such

    PhotonNetwork.AutomaticallySyncScene = true;

    PhotonNetwork.NickName = nickName;


    PhotonNetwork.ConnectUsingSettings();

  }


  private void CreatePhotonRoom(string RoomName)

  {

    RoomOptions roomOptions = new RoomOptions();

    roomOptions.IsOpen = true;//room is open for others to join

    roomOptions.IsVisible = true;

    roomOptions.MaxPlayers = (byte)maxPlayers;


    

    PhotonNetwork.CreateRoom(RoomName, roomOptions, TypedLobby.Default);

  }  

 public override void OnConnectedToMaster()//checking whether u r connected to master photon server

  {

    base.OnConnectedToMaster();


    Debug.Log("You have connected to photon Master server");

    Status("Connected to \nServer!");


    if (!PhotonNetwork.InLobby)//if after connected to server if ur not in lobby ,connect to lobby

    {

      PhotonNetwork.JoinLobby();

    }

  }


  public override void OnJoinedLobby()//to verify whether u have joined a lobby

  {

    base.OnJoinedLobby();

    Debug.Log("You have connected to photon Lobby");

    Status(" ");

    // GetPhotonFriends?.Invoke();

  }


  public override void OnCreatedRoom()//called when the first person has joined the room or created it

  {

    base.OnCreatedRoom();

    Debug.Log($"You have created a Photon Room Named {PhotonNetwork.CurrentRoom.Name}");


  }


  public override void OnJoinedRoom()

  {

    base.OnJoinedRoom();

    

    Debug.Log($"You have Joined a Photon Room Named {PhotonNetwork.CurrentRoom.Name}");

  }


  public override void OnLeftRoom()//when current player left the room

  {

    base.OnLeftRoom();

    Debug.Log("You have left a photon room");

  }

  public override void OnJoinRoomFailed(short returnCode, string message)

  {

    base.OnJoinRoomFailed(returnCode, message);

    Debug.Log($"You failed to join a Photon Room : {message}");

  }

  public override void OnJoinRandomFailed(short returnCode, string message)

  {

    base.OnJoinRandomFailed(returnCode, message);

     

    Debug.Log($"You failed to join a random Photon Room : {message}");

  }


  public override void OnPlayerEnteredRoom(Player newPlayer)//when another player enters the room

  {

    base.OnPlayerEnteredRoom(newPlayer);

    Debug.Log($"Another player has joined the room->{newPlayer.UserId} and nick name->{newPlayer.NickName}");

    

  }

  public override void OnPlayerLeftRoom(Player otherPlayer)//when other player leaves the current room ur in

  {

    base.OnPlayerLeftRoom(otherPlayer);

    Debug.Log($"Player has left the room->: {otherPlayer.UserId} and nick name -> {otherPlayer.NickName}");

  }


  public override void OnMasterClientSwitched(Player newMasterClient)//called when the master client in the room leaves

  {

    base.OnMasterClientSwitched(newMasterClient);

    PhotonNetwork.Disconnect();//so that unwanted stuff doesnt happen

    Debug.Log($"New master client is {newMasterClient.NickName}");

  }


  public override void OnDisconnected(DisconnectCause cause)

  {

    base.OnDisconnected(cause);

    Status("Disconnected from \nserver");

  }


Also this is what I am getting the error as in the debug .I have attached a screenshot for the same


Can we be connected to Photon Pun and Photon Chat at the same time?