Minor docs error
Comments
-
Thanks, this has been corrected for 1.8.0
-
Hello,
I am using v1.8 and it still does not work. (I just re-imported it to be sure).
joinGame failed, client stays on masterserver: OperationResponse 226: ReturnCode: 32758 (Game does not exist). Parameters: {}.
Also, I noticed in the code: JoinRoom(Room room) just calls this... JoinRoom(room.name);
What if I setup "Room" with a hash table of properties.. it would never get in there.
-Carmine0 -
Leepo meant, that the docs have been corrected: It intended behavior, that you can only join exisiting rooms and have to call createRoom to create a new one.0
-
If you want to join just any room, do this:
- Try JoinRandomRoom
- Implement OnPhotonRandomJoinFailed and make it create a room if needed (make sure to set maxPlayers or you will end up with one room)
0 -
Tobias wrote:If you want to join just any room, do this:
- Try JoinRandomRoom
- Implement OnPhotonRandomJoinFailed and make it create a room if needed (make sure to set maxPlayers or you will end up with one room)
I'm following the Marco Polo tutorial and I still get an exception.joinrandom failed, client stays on masterserver: OperationResponse 225: ReturnCode: 32760 (No match found). Parameters: {}. UnityEngine.Debug:LogError(Object) PhotonHandler:DebugReturn(DebugLevel, String) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonHandler.cs:125) NetworkingPeer:DebugReturn(DebugLevel, String) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:680) NetworkingPeer:OnOperationResponse(OperationResponse) (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/NetworkingPeer.cs:876) ExitGames.Client.Photon.PeerBase:DeserializeMessageAndCallback(Byte[]) ExitGames.Client.Photon.EnetPeer:DispatchIncomingCommands() ExitGames.Client.Photon.PhotonPeer:DispatchIncomingCommands() PhotonHandler:Update() (at Assets/Photon Unity Networking/Plugins/PhotonNetwork/PhotonHandler.cs:79)
This is all the code I have in the project:using UnityEngine; using System.Collections; public class RandomMatchmaker : MonoBehaviour { // Use this for initialization void Start () { PhotonNetwork.ConnectUsingSettings("devel"); } // Update is called once per frame void OnGUI () { GUILayout.Label(PhotonNetwork.connectionStateDetailed.ToString()); } void OnJoinedLobby(){ PhotonNetwork.JoinRandomRoom(); } void OnPhotonRandomJoinFailed(){ PhotonNetwork.CreateRoom(null); } }
I still get this error using both 1.9 localhost server, and the cloud trial.
Am I doing something wrong?
EDIT:
In retrospect, try probably means try... not sure why I figured that method would handle the exception. Well, the docs aren't idiot prof, apparently.0 -
Yes, JoinRandomRoom can fail. After all, there's no guarantee that any game is currently available.
The demo goes on to create a room and the next player will join (randomly).
The log output in this case is a bit misleading. It should be a warning or info.
Sorry to confuse you.0