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Question by Sylvine · Sep 07, 2016 at 09:02 PM · networkingmatchmaking

Can't see other server with network matchmaking

I was using Photon and everything was fine, but now I'm starting to use the built-in system, because the new one seems to be as good and easy to use, so why bother using a plugin ? But I'm struggling with basic stuff.

So anyway I'm starting really simple, I just want to see if there are other server, if not create one.

So I have a Networkmanager object with this script that I've mostly copied from the Unity website : http://docs.unity3d.com/ScriptReference/Networking.Match.NetworkMatch.html

 using UnityEngine;
 using System.Collections;
 using UnityEngine.Networking;
 using UnityEngine.Networking.Types;
 using UnityEngine.Networking.Match;
 using System.Collections.Generic;
 
 public class NetworkManager : MonoBehaviour {
     List<MatchDesc> matchList = new List<MatchDesc>();
     bool matchCreated;
     NetworkMatch networkMatch;
 
     void Awake()
     {
         DontDestroyOnLoad(transform.gameObject);
         networkMatch = gameObject.AddComponent<NetworkMatch>();
     }
 
     // Use this for initialization
     void Start () {
         networkMatch.ListMatches(0, 20, "", OnMatchList);
     }
 
 
     public void OnMatchList(ListMatchResponse matchListResponse)
     {
         if (matchListResponse.success)
         {
             if (matchList.Count == 0)
             {
                 CreateMatchRequest create = new CreateMatchRequest();
                 create.name = "NewRoom";
                 create.size = 2;
                 create.advertise = true;
                 create.password = "";
                 networkMatch.CreateMatch(create, OnMatchCreate);
             }
         }
     }
 
     public void OnMatchCreate(CreateMatchResponse matchResponse)
     {
         if (matchResponse.success)
         {
             Debug.Log("Create match succeeded");
             matchCreated = true;
             Utility.SetAccessTokenForNetwork(matchResponse.networkId, new NetworkAccessToken(matchResponse.accessTokenString));
             NetworkServer.Listen(new MatchInfo(matchResponse), 9000);
         }
         else
         {
             Debug.LogError("Create match failed");
         }
     }
 
     public void OnMatchJoined(JoinMatchResponse matchJoin)
     {
         if (matchJoin.success)
         {
             Debug.Log("Join match succeeded");
             if (matchCreated)
             {
                 Debug.LogWarning("Match already set up, aborting...");
                 return;
             }
             Utility.SetAccessTokenForNetwork(matchJoin.networkId, new NetworkAccessToken(matchJoin.accessTokenString));
             NetworkClient myClient = new NetworkClient();
             myClient.RegisterHandler(MsgType.Connect, OnConnected);
             myClient.Connect(new MatchInfo(matchJoin));
         }
         else
         {
             Debug.LogError("Join match failed");
         }
     }
 
     public void OnConnected(NetworkMessage msg)
     {
         Debug.Log("Connected!");
     }
 
 
 
     // Update is called once per frame
     void Update () {
         networkMatch.ListMatches(0, 20, "", OnMatchList);
     }
 }
 

So with my first player it work fine, it doesn't detect a server and create one. But my second player still don't see a server, and so create one.

I'm probably missing something really stupid, something like putting a network component on my object, but again it's hard to move from photon to this, even if both systems look very similar.

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Best Answer

Answer by Sylvine · Sep 07, 2016 at 11:16 PM

Ok, for some some reason matchList.Count is not working, that's why I thought it was not detecting other server when it was. I'm using matchListResponse.matches.Count instead and it works.

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