DisconnectedByServerLogic when Instantiate player
Hello,
When i try to instantiate the master client player using the PhotonNetwork.Instantiate
, i get disconnected from the server a few seconds after, with the DisconnectedByServerLogic
cause.
My scene is very simple:
In this NetworkManager object i have the NetworkManager.cs script, where i implemented the connection, room creation and instantiate logic.
using System.Collections; using System.Collections.Generic; using UnityEngine; using Photon.Pun; using Photon.Realtime; using ExitGames.Client.Photon; public class NetworkManager : MonoBehaviourPunCallbacks { public GameObject PlayerPrefab; void Awake() { // #Critical // this makes sure we can use PhotonNetwork.LoadLevel() on the master client and all clients in the same room sync their level automatically PhotonNetwork.AutomaticallySyncScene = true; } // Start is called before the first frame update void Start() { Connect(); } public override void OnDisconnected(DisconnectCause cause) { Debug.LogWarningFormat("PUN Basics Tutorial/Launcher: OnDisconnected() was called by PUN with reason {0}", cause); } public void CreateRoom() { RoomOptions roomOptions = new RoomOptions(); roomOptions.MaxPlayers = 5; PhotonNetwork.JoinOrCreateRoom("qewqewq", roomOptions, TypedLobby.Default); } public override void OnConnectedToMaster() { CreateRoom(); } public override void OnJoinedRoom() { PhotonNetwork.Instantiate("Player", new Vector3(0f,5f,0f), Quaternion.identity); } void Connect() { if (!PhotonNetwork.IsConnected) { Debug.Log("Connecting Photon"); PhotonNetwork.ConnectUsingSettings(); PhotonNetwork.GameVersion = "1"; } } }
I've tested the "PunBasics-Tutorial" demo project that is used on the tutorial: 0 - Introduction | Photon Engine, and the problem stills the same: when the game scene is loaded, the player is instantiated and then after a few seconds, i'm disconnected from the server by the DisconnectedByServerLogic.
Comments
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Nevermind. I was using a Fusion cloud server instead of a PUN. Now that i created a PUN server on the dashboard it worked.
Sorry for the incovinience.
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Thanks for the update and glad you found this out.
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