I’ve been trying to build a multiplayer game (with Photon Pun) for some months, and I’ve recently tried making a system which would detect when a player leaves the server.
To do all that and overall test the game, I’d make a build, run it on a different window, and also run the game on the Unity Editor. I’d then connect both of these clients to a single game room so that I can check all the variables and Debug.Log() functions.
However, all of a sudden, the builds started refusing to connect in the same room as the Unity Editor client. Two builds clients would just do fine connecting to one another’s game, but if I try doing the same with the Editor client, they’d just make two separate room games.
Another thing I noticed is that builds I’d make weeks ago would always make the “authorize to use networks” message appear. However, these ones don’t. Yet deactivating firewalls has no effect whatsoever and two build clients can connect between each other (on the same device tho, I haven’t tested two different ones for this issue yet).
And yet another thing to consider is that I had recently dealt with another issue: that builds would miss the Unity/TestRunner directory. And once I had fixed that, this issue appeared to ruin my day.
Any help would be greatly appreciated.
Also note that this is my first time even working with multiplayer.