GetRoomList Problems
Options
This bit of code below is outputting 0 and i cant seem to find out why.. Is there a delay between the callabcks?
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using System.Collections.Generic;
using System;
public class Connection : Photon.MonoBehaviour
{
// Dungeon Settings //
public string[] potprefabs;
public string[] chestprefabs;
public string dungeonPlayerPrefab;
// Hub Settings //
public string hubPlayerPrefab;
// Connection Settings //
public string Version = 1 + "." + SceneManagerHelper.ActiveSceneBuildIndex;
public string hubScene = "Hub";
void Start()
{
DontDestroyOnLoad(gameObject);
PhotonNetwork.autoJoinLobby = true;
}
void Update()
{
if (PhotonNetwork.connected == false)
{
PhotonNetwork.ConnectUsingSettings(Version);
}
}
void OnJoinedLobby()
{
Debug.Log("Joined Lobby, Attempting To Join Hub..");
}
void OnJoinedRoom()
{
Debug.Log("Joined Room " + PhotonNetwork.room.name);
}
void OnReceivedRoomListUpdate()
{
Debug.Log(PhotonNetwork.GetRoomList().Length);
}
}
void OnReceivedRoomListUpdate()
{
Debug.Log(PhotonNetwork.GetRoomList().Length);
}
0
Comments
-
This is the right code ^
using UnityEngine;
using UnityEngine.UI;
using System.Collections;
using System.Collections.Generic;
using System;
public class Connection : Photon.MonoBehaviour
{
// Dungeon Settings //
public string[] potprefabs;
public string[] chestprefabs;
public string dungeonPlayerPrefab;
// Hub Settings //
public string hubPlayerPrefab;
// Connection Settings //
public string Version = 1 + "." + SceneManagerHelper.ActiveSceneBuildIndex;
public string hubScene = "Hub";
void Start()
{
DontDestroyOnLoad(gameObject);
PhotonNetwork.autoJoinLobby = true;
}
void Update()
{
if (PhotonNetwork.connected == false)
{
PhotonNetwork.ConnectUsingSettings(Version);
}
}
void OnJoinedLobby()
{
Debug.Log("Joined Lobby, Attempting To Join Hub..");
PhotonNetwork.JoinOrCreateRoom("Hub", new RoomOptions() { MaxPlayers = 10 }, null);
}
void OnJoinedRoom()
{
Debug.Log("Joined Room " + PhotonNetwork.room.name);
}
void OnReceivedRoomListUpdate()
{
Debug.Log(PhotonNetwork.GetRoomList().Length);
}
}0 -
Hi,
Do you get the debug log that you "joined room" ?
Bye,
Jean0