photon
// #Critical: we failed to join a random room, maybe none exists or they are all full. No worries, we create a new room.
PhotonNetwork.CreateRoom(null, new RoomOptions { MaxPlayers = maxPlayersPerRoom });
photon
// #Critical: we failed to join a random room, maybe none exists or they are all full. No worries, we create a new room.
PhotonNetwork.CreateRoom(null, new RoomOptions { MaxPlayers = maxPlayersPerRoom });
photon
/// <summary>
/// The maximum number of players per room. When a room is full, it can't be joined by new players, and so new room will be created.
/// </summary>
[Tooltip("The maximum number of players per room. When a room is full, it can't be joined by new players, and so new room will be created")]
[SerializeField]
private byte maxPlayersPerRoom = 4;
photon
public override void OnJoinRandomFailed(short returnCode, string message)
{
Debug.Log("PUN Basics Tutorial/Launcher:OnJoinRandomFailed() was called by PUN. No random room available, so we create one.nCalling: PhotonNetwork.CreateRoom");
// #Critical: we failed to join a random room, maybe none exists or they are all full. No worries, we create a new room.
PhotonNetwork.CreateRoom(null, new RoomOptions());
}
public override void OnJoinedRoom()
{
Debug.Log("PUN Basics Tutorial/Launcher: OnJoinedRoom() called by PUN. Now this client is in a room.");
}
photon
// #Critical: The first we try to do is to join a potential existing room. If there is, good, else, we'll be called back with OnJoinRandomFailed()
PhotonNetwork.JoinRandomRoom();
photon
public class Launcher : MonoBehaviourPunCallbacks
{
Copyright © 2021 Codeinu
Forgot your account's password or having trouble logging into your Account? Don't worry, we'll help you to get back your account. Enter your email address and we'll send you a recovery link to reset your password. If you are experiencing problems resetting your password contact us