[SOLVED] No rooms, can't join even if they exist

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I've downloaded the latest Photon viking example for Unity, Compiled and ran it with my Free plan app ID, then opened two instances of the game (tried both Compiled+Compiled and Compiled+Editor). I created a room in instance A and open instance B, but it says no rooms are available, and when I try to join the room with the same name of the one created in instance A, it gives this error:
[code2=plain]joinGame failed, client stays on masterserver: OperationResponse 226: ReturnCode: 32758 (Game does not exist). Parameters: {}. State: Authenticated
UnityEngine.Debug:LogError(Object)
PhotonHandler:DebugReturn(DebugLevel, String) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonHandler.cs:127)
NetworkingPeer:DebugReturn(DebugLevel, String) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:709)
NetworkingPeer:OnOperationResponse(OperationResponse) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:889)
ExitGames.Client.Photon.PeerBase:DeserializeMessageAndCallback(Byte[])
ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands()
ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands()
PhotonHandler:Update() (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonHandler.cs:65)[/code2]
I did not modify any scripts from the package.

Comments

  • Nevermind, the problem is that I was targeting a 64-bit system in the Unity build settings menu.
  • Tobias
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    Huh? I don't see yet why 64bit builds should fail this way but if this solves your case, that's ok.
    Were there any other debug log entries before the one you posted?