I have an issue. When Player A creates a room, Player B does not detect that room, and creates their own room. Here’s my code…
public override void OnConnectedToMaster()
{
//set my own name and try joining a game
PhotonNetwork.playerName = PlayerPrefs.GetString(PrefsKeys.playerName);
Hashtable expectedCustomRoomProperties;
expectedCustomRoomProperties = new Hashtable() { { "map", 1 } };
PhotonNetwork.JoinRandomRoom(expectedCustomRoomProperties, 12);
}
/// <summary>
/// Called when a joining a random room failed.
/// See the official Photon docs for more details.
/// </summary>
public override void OnPhotonRandomJoinFailed(object[] codeAndMsg)
{
Debug.Log("Photon did not find any matches on the Master Client we are connected to. Creating our own room... (ignore the warning above).");
RoomOptions roomOptions = new RoomOptions();
roomOptions.CustomRoomProperties = new Hashtable() { { "map", 1 } };
roomOptions.MaxPlayers = 12;
//joining failed so try to create our own room
PhotonNetwork.CreateRoom(null, roomOptions, null);
}
When I remove the expectedCustomRoomProperties, the thing works. But I need some sort of filter so I need that code.