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how to set max player to orginal lobby

2022-02-11 03:29:07

i want to set an already made max amount of players how do i do that and here is my code

using UnityEngine;

using Photon.Pun;

using Photon.Realtime;

public class RoomManager : MonoBehaviourPunCallbacks


[Tooltip("The maximum number of players per room. When a room is full, it can't be joined by new players, and so new room will be created")]


private byte maxPlayersPerRoom = 4;

byte MaxPlayers = 4;

public string roomName = "Room";

// Start is called before the first frame update

void Start()





public override void OnConnectedToMaster()


Debug.Log("Connected to server");




public override void OnJoinedLobby()



Debug.Log("We're in the lobby");

PhotonNetwork.JoinOrCreateRoom(roomName, null, null);


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");

// #Critical: we failed to join a random room, maybe none exists or they are all full. No worries, we create a new room.

RoomOptions Options = new RoomOptions();

PhotonNetwork.CreateRoom(null, new RoomOptions { MaxPlayers = maxPlayersPerRoom });


public override void OnJoinedRoom()




Debug.Log("We're connected and in a room!");



so what I mean is that it connects to a lobby but that lobby doesn't have a max to how many player can be in it

how can i fix it???


2022-03-11 05:29:12

I am not sure about the lobby , but I have set maximum players for a room using this code, I hope it helps. Code will be similar to this -

int maxPlayers = 20;

public override void OnJoinedLobby()



Debug.Log("We're in the lobby");

RoomOptions roomOptions = new RoomOptions();


print(System.Convert.ToByte(maxPlayers + 1));

roomOptions.MaxPlayers = System.Convert.ToByte(maxPlayers + 1);

PhotonNetwork.CreateRoom("RoomName" , roomOptions);


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