Photon, No One Joining Room?

Hi there,
I am building out from Photon PUN, my first Multiplayer, and I have a bit of a hiccup.

I am currently at a point, where I create a room. While in it, I wait for someone else to join, however, when running my standalone in tandem with my editor, the “opponent”, never shows up.

My code is this…

   void Update(){
     if(isInRoom){
       int count = PhotonNetwork.otherPlayers.Length;
       print("c" + count);
       if(count == 1){
        PhotonNetwork.LoadLevel(0);
      }
     }
}

c, remains 0. I would think that it should change to 1.

Here is how I initialise the room, and then join.

public override void OnJoinedLobby()
{
   PhotonNetwork.JoinRandomRoom();
}
void OnPhotonRandomJoinFailed()
{
   PhotonNetwork.CreateRoom(null);
}
void OnJoinedRoom(){
   isInRoom = true;///This bool sets in motion the Update() check
}

So, in esseance, it seems I can create a room, however not one that anyone joins.

???

Edit:
It may be. Hosting issue, both players on the same computer. Testing

Are you starting the clients at about the same time? They might miss each other due to looking for a game at the same time (when none exists yet). Start the second client a bit later (when the first created the room)…
ConnectAndJoinRandom is a script we use often to join players quickly into rooms. Have a look at it, too.

You are checking for “otherplayers” means your own local player doesnt count here. So basically with 2 players it will be 0 lenght(player2 has the 0 slot). Use PhotonNetwork.playerList.Lenght, this includes your local player to the list.