I’m designing a simple multiplayer game with Normcore, and I was wondering whether this is an adequate method of removing players from the lobby?
I’ve tested it a few times now, and occasionally the lobby states that the player is still in the lobby, even after their game instance has been closed.
// removes the local player from the lobby
private async void OnDestroy()
{
string identity = AuthenticationService.Instance.PlayerId;
await LobbyService.Instance.RemovePlayerAsync(code, identity);
}
Sorry for necroing this, but I have a similar where when I press my matchmake button, I find a MatchIdAssignment, use this MatchId to CreateOrJoinLobby for both my players and sometimes they join their last lobby where the HostId is the old Id of one of my players even though I always remove my players from the lobby they are in on the OnDisable of my script which I always see the log… It’s slowing me so much I always end up in the old lobby even though I try to create a new one with a completely new MatchId everytime… Any idea?