Errors not showing
I'm playing around with Photon Cloud for Unity. I was following the Marco Polo (http://doc.exitgames.com/en/pun/current/tutorials/tutorial-marco-polo) tutorial. In the tutorial you join a random room when joining a lobby.
[code2=csharp]void OnJoinedLobby() {
PhotonNetwork.JoinRandomRoom();
}[/code2]
It then goes on saying there should be an error in the Unity console "JoinRandom failed: No open game. Client stays in lobby." This error is not showing up with me. Any idea why? Is there some flag I need to set to get these? Or is there a way to it to use a release or debug version or something?
I first didn't think much of it, but now I'm trying to use PhotonNetwork.Instantiate, and it's not working, so I'm hoping for an error from that one too.
Thanks!
[code2=csharp]void OnJoinedLobby() {
PhotonNetwork.JoinRandomRoom();
}[/code2]
It then goes on saying there should be an error in the Unity console "JoinRandom failed: No open game. Client stays in lobby." This error is not showing up with me. Any idea why? Is there some flag I need to set to get these? Or is there a way to it to use a release or debug version or something?
I first didn't think much of it, but now I'm trying to use PhotonNetwork.Instantiate, and it's not working, so I'm hoping for an error from that one too.
Thanks!
0
Comments
We will adjust the Marco Polo tutorial accordingly.
In the mean time you can "up" the logLevel before you connect:
PhotonNetwork.logLevel = PhotonLogLevel.Full;
This should give you the hints you expect.
Instantiate is only possible when you are in a room. If that's not the case or something else goes wrong, Instantiate returns null, so you can "null check" that result.