Why cant i list lobbies?

Hi! I am pretty new to unity and i am making a multiplayer game for steam. when I try to look for lobbies in my game I get this error:
InvalidOperationException: Unable to get ILobbyServiceSdk because Lobby API is not initialized. Make sure you call UnityServices.InitializeAsync().
Unity.Services.Lobbies.LobbyService.InitializeWrappedLobbyService () (at ./Library/PackageCache/com.unity.services.lobby@1.2.1/Runtime/SDK/LobbyService.cs:53)
Unity.Services.Lobbies.LobbyService.get_Instance () (at ./Library/PackageCache/com.unity.services.lobby@1.2.1/Runtime/SDK/LobbyService.cs:34)
Unity.Services.Lobbies.Lobbies.get_Instance () (at ./Library/PackageCache/com.unity.services.lobby@1.2.1/Runtime/SDK/LobbyService.cs:78)
LobbyScript.ShowLobbies () (at Assets/Scripts/LobbyScript.cs:117)
System.Runtime.CompilerServices.AsyncMethodBuilderCore+<>c.b__7_0 (System.Object state) (at <27124aa0e30a41659b903b822b959bc7>:0)
UnityEngine.UnitySynchronizationContext+WorkRequest.Invoke () (at :0)
UnityEngine.UnitySynchronizationContext.Exec () (at :0)
UnityEngine.UnitySynchronizationContext.ExecuteTasks (.
Here is my code:
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using Unity.Services.Core;
using Unity.Services.Authentication;
using TMPro;
using Unity.Services.Lobbies;
using Unity.Services.Lobbies.Models;
using System.Threading.Tasks;
using UnityEngine.UI;
public class LobbyScript : MonoBehaviour
{
[Header(“Lobby Creation”)]
[SerializeField] private TMP_InputField createLobbyNameField;
[SerializeField] private TMP_InputField createLobbyMaxPlayersField;
[SerializeField] private TMP_InputField JoiningBar;
[SerializeField] private TMP_InputField LobbyName;
[SerializeField] private TMP_InputField ProfileName;
[SerializeField] private TextMeshProUGUI LobbyPeople;
[SerializeField] private TMP_InputField JoinBar;
[Space(10)]
[Header(“Lobby list”)]
[SerializeField] private GameObject lobbyListParent;
[SerializeField] private Transform lobbyContentParent;
[SerializeField] private Transform lobbyItemPrefab;
[SerializeField] private TMP_InputField searchLobbyNameInputField;
public float NumberOfLObbies;
public string joinedLobbyId;
private string JoinLobbyText;

// Start is called before the first frame update
private async void Start()
{
await UnityServices.InitializeAsync();
await AuthenticationService.Instance.SignInAnonymouslyAsync();

}
public float PlayersinLobby;
public async void CreateLobby()
{
if (!int.TryParse(createLobbyMaxPlayersField.text, out int maxPlayers))
{
Debug.LogWarning(“Incorrect Player Count.”);
return;
}
Lobby createdlobby = null;
PlayersinLobby = 1f;

try
{
createdlobby = await LobbyService.Instance.CreateLobbyAsync(createLobbyNameField.text, maxPlayers);
joinedLobbyId = createdlobby.Id;
JoiningBar.text = createdlobby.LobbyCode;
LobbyName.text = createdlobby.Name;
LobbyPeople.text = createdlobby.Players.Count + “/” + maxPlayers;

Debug.Log("Lobby Code " + createdlobby.LobbyCode);
NumberOfLObbies = NumberOfLObbies + 1;
} catch (LobbyServiceException e)
{
Debug.Log(e);
}

}

public async void JoinLobbyByCode(string createdLobbyCode)
{

try
{
await Lobbies.Instance.JoinLobbyByCodeAsync(createdLobbyCode);
Debug.Log("joined lobby " + createdLobbyCode);
}
catch (LobbyServiceException e)
{
Debug.Log(e);
}

}

private async void ShowLobbies()
{
while (Application.isPlaying && lobbyListParent.activeInHierarchy)
{
QueryLobbiesOptions queryLobbiesOptions = new QueryLobbiesOptions();
queryLobbiesOptions.Filters = new List();
if (searchLobbyNameInputField.text != string.Empty)
{
queryLobbiesOptions.Filters.Add(new QueryFilter(QueryFilter.FieldOptions.Name, searchLobbyNameInputField.text, QueryFilter.OpOptions.CONTAINS));
}
QueryResponse queryResponse = await Lobbies.Instance.QueryLobbiesAsync(queryLobbiesOptions);
foreach (Transform t in lobbyContentParent)
{
Destroy(t.gameObject);
}
foreach (Lobby lobby in queryResponse.Results)
{
Transform newLobbyItem = Instantiate(lobbyItemPrefab, lobbyContentParent);
newLobbyItem.GetChild(0).GetComponent().text = lobby.Name;

newLobbyItem.GetChild(1).GetComponent().text = lobby.Players.Count + “/” + lobby.MaxPlayers;
}
await Task.Delay(1000);
}
}
public void JoinLobbyPressed()
{
ShowLobbies();
}
}
(I am sorry i don’t know how to do the code post thing.)
I appreciate anyone’s help!

Did you, or did you not?

yes