JoinOrCreateRoom failed. Client is on GameServer (must be Master Server for matchmaking) and ready.
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MacOS Catalina 10.15.4
Unity 2020.1
PUN2 v2.22
I have a VR project running on Oculus Quest which was working till a few days ago. The user enters the lobby and chooses a room to connect.
Now suddenly, it works only in the editor but if I deploy on Oculus Quest, when I try to connect to the room I get this error code:
This is the code I use for the connection
I don't get why is not giving any problem in the editor
MacOS Catalina 10.15.4
Unity 2020.1
PUN2 v2.22
I have a VR project running on Oculus Quest which was working till a few days ago. The user enters the lobby and chooses a room to connect.
Now suddenly, it works only in the editor but if I deploy on Oculus Quest, when I try to connect to the room I get this error code:
JoinOrCreateRoom failed. The client is on GameServer (must be Master Server for matchmaking) and ready. Wait for callback: OnJoinedLobby or OnConnectedToMaster.
This is the code I use for the connection
// JOIN ROOM public void JoinRoom (Room room) { Debug.Log ("[RoomService.cs]: Request to join Room ID:" + room.roomId); // check data integrity if (room == null) { Debug.LogError ("[RoomService.cs]:Impossible to connect to the room, no room data available"); return; } _currentRoom = room; // keep track of the will to join a room, because when we come back from the game we will get a callback that we are connected, so we need to know what to do then isConnecting = true; // we check if we are connected or not, we join if we are , else we initiate the connection to the server. if (PhotonNetwork.IsConnected) { Debug.Log ("[RoomService.cs]: Client is connected, attempt to join/create room"); RoomOptions roomOptions = new RoomOptions () { MaxPlayers = _currentRoom.maxPlayers, PublishUserId = true }; PhotonNetwork.JoinOrCreateRoom (_currentRoom.roomId, roomOptions, TypedLobby.Default); } else { Debug.Log ("[RoomService.cs]: Client not connected...attempt to connect to Master Server"); PhotonNetwork.ConnectUsingSettings (); PhotonNetwork.GameVersion = gameVersion; } } public override void OnConnectedToMaster () { Debug.Log ("[RoomService.cs]: Client Connected To Master Server :" + isConnecting); // we don't want to do anything if we are not attempting to join a room. // this case where isConnecting is false is typically when you lost or quit the game, when this level is loaded, OnConnectedToMaster will be called, in that case // we don't want to do anything. if (isConnecting) { RoomOptions roomOptions = new RoomOptions () { MaxPlayers = _currentRoom.maxPlayers, PublishUserId = true }; PhotonNetwork.JoinOrCreateRoom (_currentRoom.roomId, roomOptions, TypedLobby.Default); } } public override void OnJoinedLobby () { Debug.Log ("[RoomService.cs]: Client Joined the Lobby:" + isConnecting); // we don't want to do anything if we are not attempting to join a room. // this case where isConnecting is false is typically when you lost or quit the game, when this level is loaded, OnConnectedToMaster will be called, in that case // we don't want to do anything. if (isConnecting) { RoomOptions roomOptions = new RoomOptions () { MaxPlayers = _currentRoom.maxPlayers, PublishUserId = true }; PhotonNetwork.JoinOrCreateRoom (_currentRoom.roomId, roomOptions, TypedLobby.Default); } }
I don't get why is not giving any problem in the editor
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Comments
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Never mind, found the error. There was an error loading a scene but it was actually connecting to the room, so when I tried to connect to another room it couldn't switch0
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How can I solve this problem? I also encountered this problem recently, which caused me a headache.0
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Any tips would be greatly appreciated.
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