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anonymous /NetworkManager.cs
Created Sep 14, 2015

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Setting up Photon for Unity 5
using UnityEngine;
using System.Collections;
public class NetworkManager : Photon.MonoBehaviour {
private const string roomName = "RoomName";
private TypedLobby lobbyName = new TypedLobby("New_Lobby", LobbyType.Default);
private RoomInfo[] roomsList;
public GameObject player;
void Start () {
PhotonNetwork.ConnectUsingSettings("v4.2");
}
void Update () {
}
void OnGUI()
{
if (!PhotonNetwork.connected)
{
GUILayout.Label(PhotonNetwork.connectionStateDetailed.ToString());
}
else if (PhotonNetwork.room == null)
{
// Create Room
if (GUI.Button(new Rect(100, 100, 250, 100), "Start Server")) {
PhotonNetwork.CreateRoom(roomName, new RoomOptions() { maxPlayers = 2, isOpen = true, isVisible = true}, lobbyName);
}
// Join Room
if (roomsList != null) {
for (int i = 0; i < roomsList.Length; i++) {
if (GUI.Button(new Rect(100, 250 + (110 * i), 250, 100), "Join " + roomsList[i].name)) {
PhotonNetwork.JoinRoom(roomsList[i].name);
}
}
}
}
}
void OnConnectedToMaster() {
PhotonNetwork.JoinLobby(lobbyName);
}
void OnReceivedRoomListUpdate()
{
Debug.Log ("Room was created");
roomsList = PhotonNetwork.GetRoomList();
}
void OnJoinedLobby () {
Debug.Log ("Joined Lobby");
}
void OnJoinedRoom ()
{
Debug.Log("Connected to Room");
PhotonNetwork.Instantiate(player.name, Vector3.up * 5, Quaternion.identity, 0);
}
}

ikrom commented Mar 30, 2016

thank you so much !

Any idea why OnJoinedRoom is not being called?

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