PhotonNetwork.GetRoomList() is deprecated in PUN2 v2.5?
harlan
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I cannot find the function and how can I get the room list when joining lobby?Thank you.
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Comments
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See the Migration Notes:
https://doc.photonengine.com/en-us/pun/v2/getting-started/migration-notes
There is a callback for that. As most games used the data for UI and cached it "again", we removed the cached list from PUN but still provide the updates.0 -
I saw the comments about GetRoomList is not gone:
///On MasterServer this joins the default lobby which list rooms currently in use. ///
/// The room list is sent and refreshed by the server. You can access this cached list by
/// PhotonNetwork.GetRoomList().
///
/// Per room you should check if it's full or not before joining. Photon also lists rooms that are
/// full, unless you close and hide them (room.open = false and room.visible = false).
///
/// In best case, you make your clients join random games, as described here:
/// https://doc.photonengine.com/en-us/pun/v2/lobby-and-matchmaking/matchmaking-and-lobby
///
///
/// You can show your current players and room count without joining a lobby (but you must
/// be on the master server). Use: CountOfPlayers, CountOfPlayersOnMaster, CountOfPlayersInRooms and
/// CountOfRooms.
///
/// You can use more than one lobby to keep the room lists shorter. See JoinLobby(TypedLobby lobby).
/// When creating new rooms, they will be "attached" to the currently used lobby or the default lobby.
///
/// You can use JoinRandomRoom without being in a lobby!
///
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