Using ConnectToMaster does not join self hosted photon server
I'm using this to connect to the server
but it disconnects me immediately after trying to join
PhotonNetwork.GameVersion = "v0.0.1"; PhotonNetwork.ConnectToMaster(IPAddress, 5055, "");
but it disconnects me immediately after trying to join
OnDisconnected was called by PUN with reason DisconnectByServerReasonUnknown UnityEngine.Debug:LogWarningFormat(String, Object[]) LobbyManager:OnDisconnected(DisconnectCause) (at Assets/Scripts/LobbyManager.cs:108) Photon.Realtime.ConnectionCallbacksContainer:OnDisconnected(DisconnectCause) (at Assets/Photon/PhotonRealtime/Code/LoadBalancingClient.cs:3428) Photon.Realtime.LoadBalancingClient:OnStatusChanged(StatusCode) (at Assets/Photon/PhotonRealtime/Code/LoadBalancingClient.cs:2568) ExitGames.Client.Photon.<>c__DisplayClass103_0:<EnqueueStatusCallback>b__0() ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands() ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands() Photon.Pun.PhotonHandler:FixedUpdate() (at Assets/Photon/PhotonUnityNetworking/Code/PhotonHandler.cs:116)IPAddress is set to the Game Server IP Local address, any help is appreciated!
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Best Answer
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In PhotonNetwork.ConnectToMaster(), above the SetupLogging() call, add this:
NetworkingClient.LoadBalancingPeer.SerializationProtocolType = SerializationProtocol.GpBinaryV16;
This should help. The server from the SDK does not yet support the new/current serialization protocol.
PUN 2 sets the "old" protocol in ConnectUsingSettings() but not in ConnectToMaster(), which is a problem here.
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Answers
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This is the log from SupportLogger
[57.33] SupportLogger OnDisconnected(DisconnectByServerReasonUnknown). UnityEngine.Debug:Log(Object) Photon.Realtime.SupportLogger:OnDisconnected(DisconnectCause) (at Assets/Photon/PhotonRealtime/Code/SupportLogger.cs:216) Photon.Realtime.ConnectionCallbacksContainer:OnDisconnected(DisconnectCause) (at Assets/Photon/PhotonRealtime/Code/LoadBalancingClient.cs:3428) Photon.Realtime.LoadBalancingClient:OnStatusChanged(StatusCode) (at Assets/Photon/PhotonRealtime/Code/LoadBalancingClient.cs:2568) ExitGames.Client.Photon.<>c__DisplayClass103_0:<EnqueueStatusCallback>b__0() ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands() ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands() Photon.Pun.PhotonHandler:FixedUpdate() (at Assets/Photon/PhotonUnityNetworking/Code/PhotonHandler.cs:116)
With another project using the older version of PUN, it can connect to the self hosted server just fine, but not this project which uses PUN 2.0 -
Hi, I really need someone to help me(my deadline is next monday plz help), if there's anything that needs to be clarified, I will gladly provide it.0
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In PhotonNetwork.ConnectToMaster(), above the SetupLogging() call, add this:
NetworkingClient.LoadBalancingPeer.SerializationProtocolType = SerializationProtocol.GpBinaryV16;
This should help. The server from the SDK does not yet support the new/current serialization protocol.
PUN 2 sets the "old" protocol in ConnectUsingSettings() but not in ConnectToMaster(), which is a problem here.
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Thank you so much! That fixed it!0