Failed parsing address
these happening when create new room
has everything setup correctly and game run on Photon cloud with no issue..
Failed parsing address:
UnityEngine.Debug:LogError(Object)
Photon.Realtime.LoadBalancingClient:DebugReturn(DebugLevel, String) (at Assets/Photon/PhotonRealtime/Code/LoadBalancingClient.cs:2122)
ExitGames.Client.Photon.IPhotonSocket:Connect() (at C:/Dev/photon-sdk-dotnet/PhotonDotnet/IPhotonSocket.cs:107)
ExitGames.Client.Photon.SocketUdpAsync:Connect() (at C:/Dev/photon-sdk-dotnet/PhotonDotnet/SocketUdpAsync.cs:72)
ExitGames.Client.Photon.EnetPeer:Connect(String, String, Object) (at C:/Dev/photon-sdk-dotnet/PhotonDotnet/EnetPeer.cs:269)
ExitGames.Client.Photon.PhotonPeer:Connect(String, String, Object) (at C:/Dev/photon-sdk-dotnet/PhotonDotnet/PhotonPeer.cs:1265)
Photon.Realtime.LoadBalancingClient:ConnectToGameServer() (at Assets/Photon/PhotonRealtime/Code/LoadBalancingClient.cs:886)
Photon.Realtime.LoadBalancingClient:OnStatusChanged(StatusCode) (at Assets/Photon/PhotonRealtime/Code/LoadBalancingClient.cs:2607)
ExitGames.Client.Photon.<>c__DisplayClass105_0:<EnqueueStatusCallback>b__0() (at C:/Dev/photon-sdk-dotnet/PhotonDotnet/PeerBase.cs:931)
ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands() (at C:/Dev/photon-sdk-dotnet/PhotonDotnet/EnetPeer.cs:431)
ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands() (at C:/Dev/photon-sdk-dotnet/PhotonDotnet/PhotonPeer.cs:1598)
Photon.Pun.PhotonHandler:Dispatch() (at Assets/Photon/PhotonUnityNetworking/Code/PhotonHandler.cs:205)
Photon.Pun.PhotonHandler:FixedUpdate() (at Assets/Photon/PhotonUnityNetworking/Code/PhotonHandler.cs:139)
has everything setup correctly and game run on Photon cloud with no issue..
Failed parsing address:
UnityEngine.Debug:LogError(Object)
Photon.Realtime.LoadBalancingClient:DebugReturn(DebugLevel, String) (at Assets/Photon/PhotonRealtime/Code/LoadBalancingClient.cs:2122)
ExitGames.Client.Photon.IPhotonSocket:Connect() (at C:/Dev/photon-sdk-dotnet/PhotonDotnet/IPhotonSocket.cs:107)
ExitGames.Client.Photon.SocketUdpAsync:Connect() (at C:/Dev/photon-sdk-dotnet/PhotonDotnet/SocketUdpAsync.cs:72)
ExitGames.Client.Photon.EnetPeer:Connect(String, String, Object) (at C:/Dev/photon-sdk-dotnet/PhotonDotnet/EnetPeer.cs:269)
ExitGames.Client.Photon.PhotonPeer:Connect(String, String, Object) (at C:/Dev/photon-sdk-dotnet/PhotonDotnet/PhotonPeer.cs:1265)
Photon.Realtime.LoadBalancingClient:ConnectToGameServer() (at Assets/Photon/PhotonRealtime/Code/LoadBalancingClient.cs:886)
Photon.Realtime.LoadBalancingClient:OnStatusChanged(StatusCode) (at Assets/Photon/PhotonRealtime/Code/LoadBalancingClient.cs:2607)
ExitGames.Client.Photon.<>c__DisplayClass105_0:<EnqueueStatusCallback>b__0() (at C:/Dev/photon-sdk-dotnet/PhotonDotnet/PeerBase.cs:931)
ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands() (at C:/Dev/photon-sdk-dotnet/PhotonDotnet/EnetPeer.cs:431)
ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands() (at C:/Dev/photon-sdk-dotnet/PhotonDotnet/PhotonPeer.cs:1598)
Photon.Pun.PhotonHandler:Dispatch() (at Assets/Photon/PhotonUnityNetworking/Code/PhotonHandler.cs:205)
Photon.Pun.PhotonHandler:FixedUpdate() (at Assets/Photon/PhotonUnityNetworking/Code/PhotonHandler.cs:139)
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Comments
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Hi @DRIVER1ksa,
Thank you for choosing Photon!
You probably forgot to configure the GameServer IP address properly.
I also invite you to switch to Photon Server v5.0 -
Hi @DRIVER1ksa,
Thank you for choosing Photon!
You probably forgot to configure the GameServer IP address properly.
I also invite you to switch to Photon Server v5.
the ip is configured correctly and the port 5056 open and i can ping my server and connect from unity and create lobby too..
but when create room for some reason disconnected
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i just switch to tcp connection and is work.
weird issues0