Hi everybody, can someone please help me.
I have this function
internal async UniTask<string> CreateSessionAsync(int maxConnections)
{
SessionOptions options = new SessionOptions()
{
MaxPlayers = maxConnections, Name = "test"
}.WithDistributedAuthorityNetwork();
ISession session = await MultiplayerService.Instance.CreateSessionAsync(options);
return session.Code;
}
I call it when all players have joined the lobby to create an allocation. Previously I have used Relay and it worked just fine (only allocation was created), but when I call this function, it creates an additional lobby (name: “test”) which I have no control over. Does this function create a lobby alongside an allocation? If yes, then why would I use LobbyServices? How do I create just an allocation (like it was with Relay)?
// (I know I am using WithDistributedAuthorityNetwork)