Help On Multiplayer [Unity][Photon]

Ok so I am a C# Newb and I JUST started working with unity (Yesturday) I have already Made my self a Semi-Working FPS Game. I am attempting to make it so when some one starts the game They Chose to join a random Room on my Cloud server Or Create a Room on the cloud server. I have a Really Sloppy C# Script that worked for the first like 3 try’s but after i attempted to Fix some bugs i get a massive Error when attempting to Join / Create a Room. The Error’s Are listed Below

My Code:

using System.Collections;

public class NetworkManager : MonoBehaviour
{
    private const string typeName = "UniqueGameName";
    private const string gameName = "RoomName";

    private bool isRefreshingHostList = false;
    private HostData[] hostList;

    public GameObject playerPrefab;

    void OnGUI()
    {
        if (!Network.isClient  !Network.isServer)
        {
            if (GUI.Button(new Rect(100, 100, 250, 100), "Join Public Server"))
                JoinRandom();

            if (GUI.Button(new Rect(100, 250, 250, 100), "Create A Server(DONT USE UNLESS YOUR NAME IS WINTERGRASPED)"))
                CreateRoomm();

            if (hostList != null)
            {
                for (int i = 0; i < hostList.Length; i++)
                {
                    if (GUI.Button(new Rect(400, 100 + (110 * i), 300, 100), hostList[i].gameName))
                        JoinServer(hostList[i]);
                }
            }
        }
    }

    private void StartServer()
    {
        Network.InitializeServer(5, 25000, !Network.HavePublicAddress());
        MasterServer.RegisterHost(typeName, gameName);
    }

    void OnServerInitialized()
    {
        SpawnPlayer();
    }


    void Update()
    {
        if (isRefreshingHostList  MasterServer.PollHostList().Length > 0)
        {
            isRefreshingHostList = false;
            hostList = MasterServer.PollHostList();
        }
    }

    private void RefreshHostList()
    {
        if (!isRefreshingHostList)
        {
            isRefreshingHostList = true;
            MasterServer.RequestHostList(typeName);
        }
    }


    private void JoinServer(HostData hostData)
    {
        Network.Connect(hostData);
    }

    void OnConnectedToServer()
    {
        SpawnPlayer();
    }


    private void SpawnPlayer()
    {
        Network.Instantiate(playerPrefab, Vector3.up * 5, Quaternion.identity, 0);
    }

//Function Called When Player Clicks "Join Public Server"\\
	private void JoinRandom()
	{
		PhotonNetwork.JoinRandomRoom();
	}
	
//Function Called Whne Player Click "Create A Server"\\
	private void CreateRoomm()
	{
		PhotonNetwork.CreateRoom(null);
	}

}]

Error When Attempting to JOIN a Room:

Cannot send op: 225 Not connected. PeerState: Disconnected
UnityEngine.Debug:LogError(Object)
PhotonHandler:smile:ebugReturn(DebugLevel, String) (at Assets/SCRIPT_NETWORK/PhotonHandler.cs:170)
NetworkingPeer:smile:ebugReturn(DebugLevel, String) (at Assets/SCRIPT_NETWORK/NetworkingPeer.cs:802)
ExitGames.Client.Photon.EnetPeer:EnqueueOperation(Dictionary`2, Byte, Boolean, Byte, Boolean, EgMessageType)
ExitGames.Client.Photon.PeerBase:EnqueueOperation(Dictionary`2, Byte, Boolean, Byte, Boolean)
ExitGames.Client.Photon.PhotonPeer:OpCustom(Byte, Dictionary`2, Boolean, Byte)
ExitGames.Client.Photon.PhotonPeer:OpCustom(Byte, Dictionary`2, Boolean)
LoadbalancingPeer:OpJoinRandomRoom(Hashtable, Byte, Hashtable, MatchmakingMode) (at Assets/SCRIPT_NETWORK/LoadbalancingPeer.cs:183)
NetworkingPeer:OpJoinRandomRoom(Hashtable, Byte, Hashtable, MatchmakingMode) (at Assets/SCRIPT_NETWORK/NetworkingPeer.cs:723)
PhotonNetwork:JoinRandomRoom(Hashtable, Byte, MatchmakingMode) (at Assets/SCRIPT_NETWORK/PhotonNetwork.cs:1306)
PhotonNetwork:JoinRandomRoom(Hashtable, Byte) (at Assets/SCRIPT_NETWORK/PhotonNetwork.cs:1265)
PhotonNetwork:JoinRandomRoom() (at Assets/SCRIPT_NETWORK/PhotonNetwork.cs:1251)
NetworkManager:JoinRandom() (at Assets/NetworkManager.cs:85)
NetworkManager:OnGUI() (at Assets/NetworkManager.cs:19)

Error When CREATING a Room:

Cannot send op: 227 Not connected. PeerState: Disconnected
UnityEngine.Debug:LogError(Object)
PhotonHandler:smile:ebugReturn(DebugLevel, String) (at Assets/SCRIPT_NETWORK/PhotonHandler.cs:170)
NetworkingPeer:smile:ebugReturn(DebugLevel, String) (at Assets/SCRIPT_NETWORK/NetworkingPeer.cs:802)
ExitGames.Client.Photon.EnetPeer:EnqueueOperation(Dictionary`2, Byte, Boolean, Byte, Boolean, EgMessageType)
ExitGames.Client.Photon.PeerBase:EnqueueOperation(Dictionary`2, Byte, Boolean, Byte, Boolean)
ExitGames.Client.Photon.PhotonPeer:OpCustom(Byte, Dictionary`2, Boolean, Byte)
ExitGames.Client.Photon.PhotonPeer:OpCustom(Byte, Dictionary`2, Boolean)
LoadbalancingPeer:OpCreateRoom(String, Boolean, Boolean, Byte, Boolean, Hashtable, Hashtable, String[]) (at Assets/SCRIPT_NETWORK/LoadbalancingPeer.cs:103)
NetworkingPeer:OpCreateGame(String, Boolean, Boolean, Byte, Boolean, Hashtable, String[]) (at Assets/SCRIPT_NETWORK/NetworkingPeer.cs:707)
PhotonNetwork:CreateRoom(String, Boolean, Boolean, Int32, Hashtable, String[]) (at Assets/SCRIPT_NETWORK/PhotonNetwork.cs:1172)
PhotonNetwork:CreateRoom(String) (at Assets/SCRIPT_NETWORK/PhotonNetwork.cs:1108)
NetworkManager:CreateRoomm() (at Assets/NetworkManager.cs:91)
NetworkManager:OnGUI() (at Assets/NetworkManager.cs:22)

My Current Semi-Working Game:
MY BETA IS HERE

  1. you don’t know anything about programming.
  2. you altered the code without knowing what you are doing.
  3. you don’t remember what you have altered.
  4. you don’t read the error which clearly states that your not connected.

Even if we help you out, how long will it take for the next post saying you don’t know what your doing and need help ?
Multiplayer + no programming knowledge = failure.

Tips:

  1. you don’t start a server.
  2. you can’t send a command to the server since your not connected to a server.

Ok I feal Like a Noob and Yes I Dont know anything about programing But, got my game AND Multiplayer Working(Varly)

Dude your mixing built in networking and photon. Completely scrap this script, half of it needed completely redone, it’ll be better to restart.

You should get to grips with easier things but if you insist on multiplayer than read this: Fusion 2 Introduction | Photon Engine

Already dedicded:
I am working on learning C#
I looked up how the Photon codes work and got my Multiplayer Working
I am working on a singleplayer with a GUI if you decide to go Multiplayer

Yea Dude I get that he didn’t know quite what he was doing but he put forth effort and had an idea of what he was going for so there’s no need to be rude.

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