Can't Connect To Room

working on a PUN game in Unity trying to fix matchmaking. It can connect to the server, but I'm having trouble getting two games to connect in a room. Here's the networking code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Photon.Pun;
using Photon.Realtime;
using Hashtable = ExitGames.Client.Photon.Hashtable;

public class Network : MonoBehaviourPunCallbacks
{
    public static Network instance;
    private bool connected;
    private bool ready;
    private bool finding;
    private bool joined;
    private bool createRoomExecuted;
    private bool loadRoomExecuted;
    private byte maxPlayers = 2;
    public static string matchKey;
    public const string MATCH_KEY = "mk";
    private void Awake()
    {
        if(instance != null && instance != this)
        {
            instance.gameObject.SetActive(false);
            Destroy(instance.gameObject);
        }
        instance = this;
        finding = false;
        joined = false;
    }
    void Start()
    {
        PhotonNetwork.SendRate = 30;
        PhotonNetwork.SerializationRate = 10;
        PhotonNetwork.GameVersion = "0.2.3";
        if (!PhotonNetwork.IsConnected) PhotonNetwork.ConnectUsingSettings();
        SetProperties();
    }
    public override void OnConnectedToMaster()
    {
        print("connected to master server");
        connected = true;
        PhotonNetwork.JoinLobby(TypedLobby.Default);
    }
    public override void OnDisconnected(DisconnectCause cause)
    {
        print("Discconnected from server for reason: " + cause.ToString());
    }
    public void QuickMatch()
    {
        finding = true;
    }
    public override void OnJoinedLobby()
    {
        if (!PhotonNetwork.InRoom)
        {
            ready = true;
        }
    }

    void Update()
    {
        if (finding)
        {
            
            if (connected && joined)
            {
                
                if (!createRoomExecuted)
                {
                    ExitGames.Client.Photon.Hashtable expectedCustomRoomProperties = new ExitGames.Client.Photon.Hashtable { { MATCH_KEY, matchKey } };
                    OpJoinRandomRoomParams opJoinRandomRoomParams = new OpJoinRandomRoomParams();
                    opJoinRandomRoomParams.ExpectedMaxPlayers = maxPlayers;
                    opJoinRandomRoomParams.ExpectedCustomRoomProperties = expectedCustomRoomProperties;
                    PhotonNetwork.JoinRandomRoom();
                    createRoomExecuted = true;
                }
            }
        }
        if (joined)
        {
            if(PhotonNetwork.CurrentRoom.PlayerCount == 2)
            {
                if (!loadRoomExecuted)
                {
                    //Load Room
                    finding = false;
                    loadRoomExecuted = true;
                }
            }
        }
    }
    public void CancelButton()
    {
        finding = false;
    }
    public override void OnJoinRandomFailed(short returnCode, string message)
    {
        CreateRoom();
    }
    private void CreateRoom()
    {
        string[] keys = { MATCH_KEY };
        RoomOptions roomOptions = new RoomOptions();
        roomOptions.MaxPlayers = maxPlayers;
        roomOptions.CustomRoomPropertiesForLobby = keys;
        roomOptions.CustomRoomProperties = new ExitGames.Client.Photon.Hashtable { { MATCH_KEY, matchKey } };
        PhotonNetwork.CreateRoom(null, roomOptions, TypedLobby.Default);
        print("Created a Room");
    }
    public override void OnJoinedRoom()
    {
        joined = true;
    }
    public static void SetProperties()
    {
        int.TryParse(SerializationManager.Load("level"), out int level);
        int.TryParse(SerializationManager.Load("xp"), out int xp);
        if(level == 1 || level == 2)
        {
            if (xp == 100)
            {
                matchKey = "A";
            }
            else if (xp <= 100)
            {
                matchKey = "B";
            }
        }
        else if (level == 3 || level == 4)
        {
            if (xp >= 500)
            {
                matchKey = "B";
            }
            else if (xp <= 500)
            {
                matchKey = "C";
            }
        }
        else if (level == 5 || level == 6)
        {
            if(xp >= 800)
            {
                matchKey = "D";
            }
            else if(xp <= 800)
            {
                matchKey = "E";
            }
        }
        else if(level == 7 || level == 9)
        {
            if (xp >= 1000)
            {
                matchKey = "F";
            }
            else if (xp <= 1000)
            {
                matchKey = "G";
            }
        }
        else if(level == 10 || level == 11)
        {
            if (xp >= 1200)
            {
                matchKey = "H";
            }
            else if (xp <= 1200)
            {
                matchKey = "I";
            }
        }
        else if(level == 12 || level == 13)
        {
            if (xp >= 1500)
            {
                matchKey = "J";
            }
            else if (xp <= 1500)
            {
                matchKey = "K";
            }
        }
        else if(level == 14 || level == 15)
        {
            if (xp >= 2300)
            {
                matchKey = "L";
            }
            else if (xp <= 2300)
            {
                matchKey = "M";
            }
        }
        else if(level == 16 || level == 17)
        {
            if (xp >= 2750)
            {
                matchKey = "N";
            }
            else if (xp <= 2750)
            {
                matchKey = "O";
            }
        }
        else if(level == 18 || level == 19)
        {
            if (xp >= 3200)
            {
                matchKey = "P";
            }
            else if (xp <= 3200)
            {
                matchKey = "Q";
            }
        }
        else if(level == 20 || level == 21)
        {
            if (xp >= 3750)
            {
                matchKey = "R";
            }
            else if (xp <= 3750)
            {
                matchKey = "S";
            }
        }
        else if(level == 22 || level == 23)
        {
            if (xp >= 4100)
            {
                matchKey = "T";
            }
            else if (xp <= 4100)
            {
                matchKey = "U";
            }
        }
        else if(level == 24 || level == 25)
        {
            if (xp >= 4500)
            {
                matchKey = "V";
            }
            else if (xp <= 4500)
            {
                matchKey = "W";
            }
        }
        else
        {
            matchKey = "X";
        }
    }
}



Any help would be great.

Answers