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Question by SebGM2019 · Nov 06, 2018 at 09:59 PM · c#photonpun

Photon PUN 2 Not working

I'm developing a game with Unity and I´'m using Photon's PUN 2 To manage the game's online mode, before, the online connect and list the rooms of the lobby very well, but, I don't know why it isn't working now. Now I can't joina room by searching it with JoinRoom(RoomName) or JoinRandomRoom(), it just searches a room, then, marks the current state to "Joining" and goes back to the lobby. Also, need to tell that the rooms in lobby aren´t listing, even waiting 5 miutes or more in a room. Here's my code, thanks:

  private Button B;
     private Text T;
     private AudioSource Audio;
     public AudioClip OK, Fail;
     void Start ()
     {
         GameObject.Find("StartPanel").GetComponent<Animator>().SetBool("Show", true);
         Audio = GetComponent<AudioSource>();
         B = GetComponent<Button>();
         T = GameObject.Find("ConnecText").GetComponent<Text>();
         B.onClick.AddListener(Clicker);
     }
     void Clicker()
     {
         B.interactable = false;
         Retrying();
         T.text = "Connecting...";
         PhotonNetwork.ConnectUsingSettings();
     }
     public override void OnDisconnected(DisconnectCause cause)
     {
         Failed();
     }
     public override void OnConnectedToMaster()
     {
         StartCoroutine(Connected());
     }
     IEnumerator Connected()
     {
         T.text = "Connected!";
         Audio.clip = OK;
         Audio.Play();
         yield return new WaitForSeconds(1);
         GameObject.Find("MenuPanel").SetActive(true);
         GameObject.Find("MenuPanel").GetComponent<Animator>().SetBool("Show", true);
         B.interactable = true;
     }
     void Retrying()
     {
         GameObject.Find("FailText").GetComponent<Text>().color = new Color(0, 0, 0, 0);
         GameObject.Find("IFail").GetComponent<Image>().color = new Color(0, 0, 0, 0);
     }
     void Failed()
     {
         Color myRed = new Color();
         ColorUtility.TryParseHtmlString("#DB9191FF", out myRed);
         GameObject.Find("FailText").GetComponent<Text>().color = myRed;
         GameObject.Find("IFail").GetComponent<Image>().color = Color.white;
         T.text = "Retry";
         Audio.clip = Fail;
         Audio.Play();
         B.interactable = true;
     }

The list rooms code:

 public GameObject roomPrefab;
     public Sprite Four, Two, Three;
     private string RoomName;
     private int PlayerAmount;
     private int MaxPlayers;
     private Image I;
     private Vector2 RoomVector;
     private bool Lock = false;
     public GameObject Content;
     private List<RoomInfo> RoomList;
     private bool IsntNull = false;
     private Dictionary<string, RoomInfo> cachedRoomList;
     private Dictionary<string, GameObject> roomListEntries;
     private Dictionary<int, GameObject> playerListEntries;
     private GameObject Handle;
     public RooManager instance;
 
    private void Awake()
    {
 
             if (instance != null)
             {
                 DestroyImmediate(gameObject);
                 return;
             }
             DontDestroyOnLoad(gameObject);
             instance = this;
         cachedRoomList = new Dictionary<string, RoomInfo>();
         roomListEntries = new Dictionary<string, GameObject>();
    }
     void Start()
     {
         //Content = GameObject.Find("Content").GetComponent<GameObject>();
         RoomVector = new Vector2(450 /*370 */, this.transform.position.y);
     }
     private void ClearRoomListView()
     {
         foreach (GameObject entry in roomListEntries.Values)
         {
             Destroy(entry.gameObject);
         }
         roomListEntries.Clear();
     }
     public override void OnJoinedRoom()
     {
 
         if (playerListEntries == null)
         {
             playerListEntries = new Dictionary<int, GameObject>();
         }
 
         foreach (Player p in PhotonNetwork.PlayerList)
         {
             GameObject entry = Instantiate(roomPrefab);
             playerListEntries.Add(p.ActorNumber, entry);
         }
     }
     public override void OnLeftRoom()
     {
         foreach (GameObject entry in playerListEntries.Values)
         {
             Destroy(entry.gameObject);
         }
 
         playerListEntries.Clear();
         playerListEntries = null;
     }
     public override void OnLeftLobby()
     {
         cachedRoomList.Clear();
 
         ClearRoomListView();
     }
     private void Update()
     {
         print(PhotonNetwork.NetworkClientState);
     }
     private void UpdateRoomListView()
     {
         foreach (RoomInfo Item in cachedRoomList.Values)
         {
             RoomName = Item.Name;
             PlayerAmount = Item.PlayerCount;
             MaxPlayers = Item.MaxPlayers;
             RoomVector.y -= 100;
             GameObject RoomPrefab = Instantiate(roomPrefab, RoomVector, transform.rotation) as GameObject;
             if (Item.PlayerCount == 0)
             {
                 Destroy(RoomPrefab);
             }
             print(PhotonNetwork.CurrentLobby.Name);
             RoomPrefab.transform.Find("RoomName").GetComponent<Text>().text = RoomName;
             if (Item.Name.Length == 10)
             {
                 Vector2 AddFive = new Vector2(RoomPrefab.transform.Find("RoomName").transform.position.x + 10, RoomPrefab.transform.Find("RoomName").transform.position.y);
                 RoomPrefab.transform.Find("RoomName").transform.position = AddFive;
             }
             if (Item.Name.Length >= 10)
             {
                 Vector2 AddTen = new Vector2(RoomPrefab.transform.Find("RoomName").transform.position.x + 40, RoomPrefab.transform.Find("RoomName").transform.position.y + 20);
                 RoomPrefab.transform.Find("RoomName").transform.position = AddTen;
                 RoomPrefab.transform.Find("PlayerInt").GetComponent<Text>().fontSize = 47;
             }
             RoomPrefab.transform.Find("PlayerInt").GetComponent<Text>().text = PlayerAmount.ToString();
             if (Item.MaxPlayers == 4)
             {
                 RoomPrefab.transform.Find("IPlayerA").GetComponent<Image>().sprite = Four;
             }
             else if (Item.MaxPlayers == 2)
             {
                 RoomPrefab.transform.Find("IPlayerA").GetComponent<Image>().sprite = Two;
             }
             else if (Item.MaxPlayers == 3)
             {
                 RoomPrefab.transform.Find("IPlayerA").GetComponent<Image>().sprite = Three;
             }
             RoomPrefab.transform.SetParent(Content.transform);
         }
     }
 
     public override void OnRoomListUpdate(List<RoomInfo> roomList)
     {
         ClearRoomListView();
         UpdateCachedRoomList(roomList);
         UpdateRoomListView();
         print("Updated");
     }
     private void UpdateCachedRoomList(List<RoomInfo> roomList)
     {
         foreach (RoomInfo info in roomList)
         {
             // Remove room from cached room list if it got closed, became invisible or was marked as removed
             if (!info.IsOpen || !info.IsVisible || info.RemovedFromList)
             {
                 if (cachedRoomList.ContainsKey(info.Name))
                 {
                     cachedRoomList.Remove(info.Name);
                 }
 
                 continue;
             }
 
             // Update cached room info
             if (cachedRoomList.ContainsKey(info.Name))
             {
                 cachedRoomList[info.Name] = info;
             }
             // Add new room info to cache
             else
             {
                 cachedRoomList.Add(info.Name, info);
             }
         }
     }
 }

Need to say that in the list rooms code, the "Update" message yes prints, and theres no errors or warnings in the console.

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Answer by Nightology · Nov 12, 2018 at 11:33 AM

Hi, In your function "UpdateRoomListView" line 78, where is "roomListEntries.Add(info.Name, RoomPrefab);" for add gameObject "RoomPrefab" in the Dictionnary, it'is normal?

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