Photon network won't join random room with a custom property

I am creating a multiplayer chess game. The user can play online matches by placing a bet of a certain amount (suppose 500,1000,1500 etc). The user will be placed only against a place who is searching for same bet amount match. I am creating a room with custom properties set as

private void CreateRoom()
{
Debug.Log(“Creating Room Now”);
int randomRoomNumber = Random.Range(0, 10000);

    int bet = MenuHandler.instance.betAmount;
    if (bet < 500)
        bet = 500;

    RoomOptions roomOps = new RoomOptions() { IsVisible = true, IsOpen = true, MaxPlayers = (byte)roomSize, CustomRoomProperties = new ExitGames.Client.Photon.Hashtable() { { "Bet", bet } } };

    PhotonNetwork.CreateRoom("Room" + randomRoomNumber, roomOps);

    Debug.Log(randomRoomNumber); 
}

obviously it will create a room if no similar room exists and join the player 1.

so now, Player 1 is in the room. Now, For player 2 to join the room,

int bet = MenuHandler.instance.betAmount;
        if (bet < 500)
            bet = 500;

        Hashtable expectedCustomRoomProperties = new Hashtable() { { "Bet", bet } };
        PhotonNetwork.JoinRandomRoom(expectedCustomRoomProperties, (byte)roomSize);

But, it won’t connect player 2 to the room of player 1 at all. It creates its own room (as OnJoinRoomFailed creates the room if it doesn’t exist).

I am really not sure what’s wrong here. I checked the documentation and everything! this is how they have done it too. Can someone please help me out here?

PS: I have run debugs and the bet amounts are right and being set properly. They just won’t connect to the same room.

Debug from the phone:- Joined Room4068 with Bet of (System.String)Bet=(System.Int32)1500, (System.String)curScn=(System.String)RoomWaitingRoom

Debug from the Unity editor:- Joined Room9945 with Bet of (System.String)Bet=(System.Int32)1500

I am running one instance from the phone and second instance on the Unity editor and playing one instance on phone and second is not a problem I think because they connect successfully if I just put JoinRandomRoom();

@bhavinbhai2707
finally fund the solution bro. these guys from photon are nеr d s.
create room function should be like this and battle function is the one which tries to join room with the needed custom propreties.

public void Create()
    {
        ExitGames.Client.Photon.Hashtable customPropreties = new ExitGames.Client.Photon.Hashtable();
        customPropreties["Scene"] = selectedMap.name;

        RoomOptions roomOptions = new RoomOptions() {CustomRoomProperties = customPropreties, IsVisible = true, IsOpen = true, MaxPlayers = (byte)roomSize, CleanupCacheOnLeave = false };

        roomOptions.CustomRoomPropertiesForLobby = new string[]
        {
            "Scene",
        };
  
        PhotonNetwork.CreateRoom(roomName.text + Random.Range(0, 1000), roomOptions);
        
    }


 public void Battle()
    {
        ExitGames.Client.Photon.Hashtable customPropreties = new ExitGames.Client.Photon.Hashtable();
        customPropreties["Scene"] = selectedMap.name;
        PhotonNetwork.JoinRandomRoom(customPropreties,0);
    }

damn, this was hard. hope I helped someone.
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[link text][1]
[1]: Landetti - YouTube

Thanks man. I couldnt figure out why this wasnt working. i think it was adding this that made it work:

     roomOptions.CustomRoomPropertiesForLobby = new string[]
     {
         "Scene",
     };