Joining Random Room with a Specific Number of Max Players
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Hi, I was hoping someone could help me. I want to allow players to join a random room with A SPECIFIC NUMBER of max players (since I want to allow 1v1 or 4 player ffa modes). I can create the rooms with a max number of players no problem with the following code:
RoomOptions roomOptions = new RoomOptions ();
roomOptions.isVisible=true;
roomOptions.maxPlayers=4; //or max.Players=2;
PhotonNetwork.CreateRoom (null, roomOptions, TypedLobby.Default);
The problem comes when i try to enter a random room with A SPECIFIC NUMBER of max players (for example i want to enter a random room that has ONLY max players of 2).
Ive tried the following code with no succes (since the second parameter determines the maxnumber of players expected):
PhotonNetwork.JoinRandomRoom (null, (byte) 2);
Ive even tried with the second parameter as an int and not as a byte like: PhotonNetwork.JoinRandomRoom (null, 2); but doesnt works. I keep joining random rooms with max number of players of 4.
How can I achieve this?? what am I doing wrong??
Thank you!
Best regards.
RoomOptions roomOptions = new RoomOptions ();
roomOptions.isVisible=true;
roomOptions.maxPlayers=4; //or max.Players=2;
PhotonNetwork.CreateRoom (null, roomOptions, TypedLobby.Default);
The problem comes when i try to enter a random room with A SPECIFIC NUMBER of max players (for example i want to enter a random room that has ONLY max players of 2).
Ive tried the following code with no succes (since the second parameter determines the maxnumber of players expected):
PhotonNetwork.JoinRandomRoom (null, (byte) 2);
Ive even tried with the second parameter as an int and not as a byte like: PhotonNetwork.JoinRandomRoom (null, 2); but doesnt works. I keep joining random rooms with max number of players of 4.
How can I achieve this?? what am I doing wrong??
Thank you!
Best regards.
0
Comments
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This is bug in PUN.
Will be fixed and published soon.
Until that happen, you can fix it in project plugin copy changing line 1677 of Assets\Photon Unity Networking\Plugins\PhotonNetwork\PhotonNetwork.cs:
replace
return networkingPeer.OpJoinRandomRoom(expectedRoomProperties, 0, null, matchingType, typedLobby, sqlLobbyFilter);
with
return networkingPeer.OpJoinRandomRoom(expectedRoomProperties, expectedMaxPlayers, null, matchingType, typedLobby, sqlLobbyFilter);0 -
I missed this topic and released PUN v1.50 without a fix. Sorry about that.
I will probably update PUN in the Asset Store in the next days or week.
I hope the workaround will do. The point is: You need to replace the hard-coded 0 in the OpJoinRandomRoom call with the expectedMaxPlayers. Then it works.0 -
Replacing the line worked perfectly! Thanks Vadim, and Exit games team.0
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Thanks for the feedback.
I now released PUN 1.50.1 (an update) with this fix, too. So updating won't revert this fix for you.0