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Question by kolalex01 · Mar 07, 2018 at 08:23 AM · networkingmatchmakingmatch

Client who joined to the match created by the matchmaker can't see the player objects. Can anyone help me out?

FIRST OF ALL, SORRY FOR MY GRAMMAR MISTAKES! So, I want to make a matchmaking queue, but I think I misunderstood something or just didn't read enough about it, but that's how it should work (I think): When the player clicks on the play button, the matchmaker lists a match where the player is able to join. If there is no match, then the player automaticly creates one, so the next player can join. The problem is: I can list the matches and create match, but when I join as a client, I can't see the player objects, but with player who created the match.

Here is the script that I use:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.Networking;
 using UnityEngine.EventSystems;
 using UnityEngine.UI;
 using UnityEngine.SceneManagement;
 using UnityEngine.Networking.Match;
 using System.IO;
 
 public class PlayUnranked : MonoBehaviour, IPointerDownHandler {
     WWW r;
     public Text progressText;
     public int selectedID;
     public NetworkManager networkManager;
     public int playerID;
     public Button playUnrankedButton;
     bool Searching;
     bool queue;
     string[] mapNames = File.ReadAllLines("maps.mpl");
     string ChoosenMapIfMatchCreate;
 
     void Start ()
     {
         playerID = PlayerPrefs.GetInt("playerID");
         playUnrankedButton = gameObject.GetComponent<Button>();
         ChoosenMapIfMatchCreate = mapNames[Random.Range(0, mapNames.Length - 1)];
         networkManager.StartMatchMaker();
     }
 
     public void OnPointerDown(PointerEventData eventData)
     {
         networkManager.matchMaker.ListMatches(0, 1, "", true, 0, 0, OnMatchList);
     }
 
     public void OnMatchList(bool success, string extendedInfo, List<MatchInfoSnapshot> matches)
     {
         if (!success || matches.Count < 1)
         {
             networkManager.onlineScene = ChoosenMapIfMatchCreate;
             networkManager.matchMaker.CreateMatch(ChoosenMapIfMatchCreate, 2, true, "", "", "", 0, 0, networkManager.OnMatchCreate);
             return;
         }
         else
             networkManager.matchMaker.JoinMatch(matches[0].networkId, "", "", "", 0, 0, networkManager.OnMatchJoined);    
     }
 
     public void OnMatchCreate (bool success, string extendedInfo, MatchInfo matchInfo)
     {
         if (success)
             progressText.text = "Match Created: " + matchInfo.networkId;
     }
 
     public void OnMatchJoined (bool success, string extendedInfo, MatchInfo matchInfo)
     {
 
     }
 }


Is there anyone who can help me out and clear my mind? Thank you!

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