Pun Photon/ dont list rooms HELP PLEASE

Hellooo all i need your help,

Version 1.75 Photon, after update list rooms dont see more after player create room, have 1 room il lobby but person dont see nothing

using UnityEngine;
using Random = UnityEngine.Random;
using System;

public class AC_Connection : Photon.MonoBehaviour
{

    public new bool DontDestroyOnLoad = true;

    private Vector2 scrollPos = Vector2.zero;
    public GUISkin Skin;
    public Vector2 WidthAndHeight = new Vector2(600, 400);
    private bool connectFailed = false;

    public static readonly string SceneNameMenu = "Menu";

    //public static readonly string SceneNameGame = "SosSurvival1";

    private string errorDialog;
    private double timeToClearDialog;
    private string roomName = "myRoom";

    protected static vp_MPDemoChat m_Chat = null;
    public static vp_MPDemoChat Chat
    {
        get
        {
            if (m_Chat == null)
                m_Chat = Component.FindObjectOfType<vp_MPDemoChat>();
            return m_Chat;
        }
    }

    // Use this for initialization
    void Start()
    {
        vp_MPConnection.StayConnected = false;
        Chat.enabled = false;
        PhotonNetwork.playerName = "Guest" + Random.Range(1, 9999);

       
    }

    public void Awake()
    {
        // this makes sure we can use PhotonNetwork.LoadLevel() on the master client and all clients in the same room sync their level automatically
        PhotonNetwork.automaticallySyncScene = true;

        // the following line checks if this client was just created (and not yet online). if so, we connect
        if (PhotonNetwork.connectionStateDetailed == ClientState.PeerCreated)
        {
            // Connect to the photon master-server. We use the settings saved in PhotonServerSettings (a .asset file in this project)
            PhotonNetwork.ConnectUsingSettings("0.9");
        }

        // generate a name for this player, if none is assigned yet
        if (System.String.IsNullOrEmpty(PhotonNetwork.playerName))
        {
            PhotonNetwork.playerName = "Guest" + Random.Range(1, 9999);
        }


        // if you wanted more debug out, turn this on:
        // PhotonNetwork.logLevel = NetworkLogLevel.Full;
    }

    public string ErrorDialog
    {
        get { return this.errorDialog; }
        private set
        {
            this.errorDialog = value;
            if (!string.IsNullOrEmpty(value))
            {
                this.timeToClearDialog = Time.time + 4.0f;
            }
        }
    }


    public void OnGUI()
    {
        if (this.Skin != null)
        {
            GUI.skin = this.Skin;
        }

        if (!PhotonNetwork.connected)
        {
            if (PhotonNetwork.connecting)
            {
                GUILayout.Label("Connecting to: " + PhotonNetwork.ServerAddress);
            }
            else
            {
                GUILayout.Label("Not connected. Check console output. Detailed connection state: " + PhotonNetwork.connectionStateDetailed + " Server: " + PhotonNetwork.ServerAddress);
            }

            if (this.connectFailed)
            {
                GUILayout.Label("Connection failed. Check setup and use Setup Wizard to fix configuration.");
                GUILayout.Label(String.Format("Server: {0}", new object[] { PhotonNetwork.ServerAddress }));
                GUILayout.Label("AppId: " + PhotonNetwork.PhotonServerSettings.AppID.Substring(0, 8) + "****"); // only show/log first 8 characters. never log the full AppId.

                if (GUILayout.Button("Try Again", GUILayout.Width(100)))
                {
                    this.connectFailed = false;
                    PhotonNetwork.ConnectUsingSettings("0.9");
                }
            }

            return;
        }

        Rect content = new Rect((Screen.width - this.WidthAndHeight.x) / 2, (Screen.height - this.WidthAndHeight.y) / 2, this.WidthAndHeight.x, this.WidthAndHeight.y);
        GUI.Box(content, "Join or Create Room");
        GUILayout.BeginArea(content);

        GUILayout.Space(40);

        // Player name
        GUILayout.BeginHorizontal();
        GUILayout.Label("Player name:", GUILayout.Width(150));
        PhotonNetwork.playerName = GUILayout.TextField(PhotonNetwork.playerName);
        GUILayout.Space(158);
        if (GUI.changed)
        {
            // Save name
            PlayerPrefs.SetString("playerName", PhotonNetwork.playerName);
        }
        GUILayout.EndHorizontal();

        GUILayout.Space(15);

        // Join room by title
        GUILayout.BeginHorizontal();
        GUILayout.Label("Roomname:", GUILayout.Width(150));
        this.roomName = GUILayout.TextField(this.roomName);

        if (GUILayout.Button("Create Room", GUILayout.Width(150)))
        {
            PhotonNetwork.CreateRoom(this.roomName, new RoomOptions() { MaxPlayers = 10 }, null);
        }

        GUILayout.EndHorizontal();

        // Create a room (fails if exist!)
        GUILayout.BeginHorizontal();
        GUILayout.FlexibleSpace();
        //this.roomName = GUILayout.TextField(this.roomName);
        if (GUILayout.Button("Join Room", GUILayout.Width(150)))
        {
            PhotonNetwork.JoinRoom(this.roomName);
        }

        GUILayout.EndHorizontal();


        if (!string.IsNullOrEmpty(ErrorDialog))
        {
            GUILayout.Label(ErrorDialog);

            if (this.timeToClearDialog < Time.time)
            {
                this.timeToClearDialog = 0;
                ErrorDialog = "";
            }
        }

        GUILayout.Space(15);

        // Join random room
        GUILayout.BeginHorizontal();

        GUILayout.Label(PhotonNetwork.countOfPlayers + " users are online in " + PhotonNetwork.countOfRooms + " rooms.");
        GUILayout.FlexibleSpace();
        if (GUILayout.Button("Join Random", GUILayout.Width(150)))
        {
            PhotonNetwork.JoinRandomRoom();
        }


        GUILayout.EndHorizontal();

        GUILayout.Space(15);
        if (PhotonNetwork.GetRoomList().Length == 0)
        {
            GUILayout.Label("Currently no games are available.");
            GUILayout.Label("Rooms will be listed here, when they become available.");
        }
        else
        {
            GUILayout.Label(PhotonNetwork.GetRoomList().Length + " rooms available:");

            // Room listing: simply call GetRoomList: no need to fetch/poll whatever!
            this.scrollPos = GUILayout.BeginScrollView(this.scrollPos);
            foreach (RoomInfo roomInfo in PhotonNetwork.GetRoomList())

             
            {
               
                GUILayout.BeginHorizontal();
                GUILayout.Label(roomInfo.name + " " + roomInfo.playerCount + "/" + roomInfo.maxPlayers);
                if (GUILayout.Button("Join", GUILayout.Width(150)))
                {
                    PhotonNetwork.JoinRoom(roomInfo.name);
                }

                GUILayout.EndHorizontal();
            }

            GUILayout.EndScrollView();
        }

        GUILayout.EndArea();
    }

    // We have two options here: we either joined(by title, list or random) or created a room.
    public void OnJoinedRoom()
    {
        Debug.Log("OnJoinedRoom");
    }

    public void OnPhotonCreateRoomFailed()
    {
        ErrorDialog = "Error: Can't create room (room name maybe already used).";
        Debug.Log("OnPhotonCreateRoomFailed got called. This can happen if the room exists (even if not visible). Try another room name.");
    }

    public void OnPhotonJoinRoomFailed(object[] cause)
    {
        ErrorDialog = "Error: Can't join room (full or unknown room name). " + cause[1];
        Debug.Log("OnPhotonJoinRoomFailed got called. This can happen if the room is not existing or full or closed.");
    }

 
    public void OnPhotonRandomJoinFailed()
    {
        ErrorDialog = "Error: Can't join random room (none found).";
        Debug.Log("OnPhotonRandomJoinFailed got called. Happens if no room is available (or all full or invisible or closed). JoinrRandom filter-options can limit available rooms.");
    }

    public void OnCreatedRoom()
    {
        Debug.Log("OnCreatedRoom");
        //PhotonNetwork.LoadLevel(SceneNameGame);
    }


    public void OnDisconnectedFromPhoton()
    {
        Debug.Log("Disconnected from Photon.");
    }

    public void OnFailedToConnectToPhoton(object parameters)
    {
        this.connectFailed = true;
        Debug.Log("OnFailedToConnectToPhoton. StatusCode: " + parameters + " ServerAddress: " + PhotonNetwork.ServerAddress);
    }

  
}

and in photon 1.75 last version in demo is not too work ;( i dont stend why

i have look forum photon and much people have this problem

help me all please

You need to join a lobby to see the room list of it.
In the easiest case, enable “Auto Join Lobby” in the PhotonServerSettings file (can be found in your project).
Only visible games are shown in the lobby and you don’t get room lists while you’re in a room.

See:

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thanks tobias for your reply

1 Like