When trying to allocate a server from my script I’m faced with this error and for some reason it returns null when I try to read the ServerConfig. This is the script please help.
public class MatchmakerServer : MonoBehaviour
{
public event Action? OnServerStart;
async void Start()
{
OnServerStart += MatchmakerManager_OnServerStart;
await UnityServices.InitializeAsync();
StartCoroutine(StartServer());
}
async Awaitable StartServer()
{
var Server = MultiplayService.Instance.ServerConfig.ToString();
Debug.Log($“Server: {Server}”);
var transport = NetworkManager.Singleton.GetComponent();
Debug.Log("Network Address: " + transport.ConnectionData.Address + "Network Port: " + transport.ConnectionData.Port);
OnServerStart.Invoke();
var callbacks = new MultiplayEventCallbacks();
callbacks.Allocate += Callbacks_Allocate;
callbacks.Deallocate += Callbacks_Deallocate;
callbacks.Error += Callbacks_Error;
while (MultiplayService.Instance == null)
{
await Awaitable.NextFrameAsync();
}
}
private void Callbacks_Error(MultiplayError obj)
{
Debug.LogError(“Multipllay Service Callback error”);
}
private async void Callbacks_Deallocate(MultiplayDeallocation obj)
{
Debug.Log($“Service Deallocating:{obj}”);
await MultiplayService.Instance.UnreadyServerAsync();
}
private async void Callbacks_Allocate(MultiplayAllocation obj)
{
Debug.Log($“Servive Allocating: {obj}”);
await MultiplayService.Instance.ReadyServerForPlayersAsync();
}
private void MatchmakerManager_OnServerStart()
{
NetworkManager.Singleton.SceneManager.LoadScene(“Main Project”, LoadSceneMode.Single);
}
}