[Lobby]: ValidationError, (16000). Message: request failed validation

Hi, I get this error when I tried to create lobby.

Problem occurs like this.

-I simply initialize services then in SignIn callback I create lobby. It creates lobby without problem.
-Then I exit playmode. It disposes lobby and removes all players bind to that lobby.
-On second time I enter play mode and repeat first step, I get error at LobbyService.Instance.CreateLobbyAsync();

Here’s my Authentication Code.

        private static async Task<bool> TryInitServicesAsync(string profileName = null)
        {
            if (UnityServices.State == ServicesInitializationState.Initialized)
                return true;

            //Another Service is mid-initialization:
            if (UnityServices.State == ServicesInitializationState.Initializing)
            {
                var task = WaitForInitialized();
                if (await Task.WhenAny(task, Task.Delay(InitTimeout)) != task)
                    return false; // We timed out

                return UnityServices.State == ServicesInitializationState.Initialized;
            }

            if (profileName != null)
            {
                //ProfileNames can't contain non-alphanumeric characters
                Regex rgx = new Regex("[^a-zA-Z0-9 - _]");
                profileName = rgx.Replace(profileName, "");
                var authProfile = new InitializationOptions().SetProfile($"{profileName}{LocalProfileTools.LocalProfileSuffix}");

                //If you are using multiple unity services, make sure to initialize it only once before using your services.
                await UnityServices.InitializeAsync(authProfile);
            }
            else
                await UnityServices.InitializeAsync();

            return UnityServices.State == ServicesInitializationState.Initialized;

            async Task WaitForInitialized()
            {
                while (UnityServices.State != ServicesInitializationState.Initialized)
                    await Task.Delay(100);
            }
        }

        public static async Task<bool> TrySignInAndCreateLobbyAsync(string profileName = null)
        {
            if (!await TryInitServicesAsync(profileName))
                return false;
          
            Debug.Log("Unity service initialized");
          
            AuthenticationService.Instance.SignedIn += async () =>
            {
                Debug.Log($"Signed in as {AuthenticationService.Instance.PlayerId}");
              
                LobbyManager.Instance.InitializeLocalUser(AuthenticationService.Instance.PlayerId, profileName);

                // Create the lobby
                LobbyManager.Instance.CreateLobby($"{LobbyManager.Instance.LocalPlayer.DisplayName.Value}'s room.");
            };
            AuthenticationService.Instance.SignInFailed += (RequestFailedException e) =>
            {
                GlobalMenuManager.Instance.FocusMenu(MenuEnum.AuthenticateMenu);
                StringBuilder stringBuilder = new StringBuilder();

                stringBuilder.Append("Reason: ");
                stringBuilder.AppendLine(e.Source);
                stringBuilder.Append("Message: ");
                stringBuilder.AppendLine(e.Message);
                          
                OutputHandler.Instance.ShowOneWayOutput($"Error {e.ErrorCode}", stringBuilder.ToString(), () =>
                {
                    Debug.Log("Sign-in failed: " + e.Message);
                    TrySignInAndCreateLobbyAsync();
                });
            };
          
            if (_isSigningIn)
            {
                var task = WaitForSignedIn();
                if (await Task.WhenAny(task, Task.Delay(InitTimeout)) != task)
                    return false; // We timed out
                return AuthenticationService.Instance.IsSignedIn;
            }

            _isSigningIn = true;
            await AuthenticationService.Instance.SignInAnonymouslyAsync();
            _isSigningIn = false;

            return AuthenticationService.Instance.IsSignedIn;

            async Task WaitForSignedIn()
            {
                while (!AuthenticationService.Instance.IsSignedIn)
                    await Task.Delay(100);
            }
        }

And Here’s my LobbyManager

        public void InitializeLocalUser(string playerId, string username)
        {
            _localPlayer.ID.Value = playerId;
            _localPlayer.DisplayName.Value = username;
        }
        public async Task<Lobby> CreateLobbyAsync(string lobbyName, int maxPlayers, bool isPrivate, LocalPlayer localUser)
        {
            if (_createCooldown.IsCoolingDown)
            {
                Debug.LogWarning("Create lobby hit the rate limit.");
                return null;
            }
              
            await _createCooldown.QueueUntilCooldown();
              
            CreateLobbyOptions createLobbyOptions = new CreateLobbyOptions()
            {
                IsPrivate = isPrivate,
                Player = CreatePlayer(localUser),
                Data = new Dictionary<string, DataObject>()
                {
                    { QueueTypeKey, new DataObject(DataObject.VisibilityOptions.Member, ((int)QueueType.Solo).ToString() ) }
                }
            };
          
            _joinedLobby = await LobbyService.Instance.CreateLobbyAsync(lobbyName, maxPlayers, createLobbyOptions);

            StartHeartBeat();

            return _joinedLobby;
        }

I followed sample code comes with Lobby package so there is similarities.

Hi, What is the Lobby and Unity version?

Unity 2021.3.24f1
Lobby 1.1.0-pre.4
Authentication 2.5.0
Services Core 1.9.0