Unity stop when compiling, with a script using Photon Chat
Hi, I have a problem with Unity : it stop without any error message or Debug Error. This occurs while Unity compiles after doing a build of the project or compiling a script. The compilation logo runs, then everything stops, Unity doesn't response anymore but Windows doesn't show any problem like : "Unity does not answer ..." . I have to close it with the task manager because the Unity window does not respond at all. Even in a quarter of an hour, Unity is not restarted or closed ... Moreover, the problem is there since the creation of a particular script. Do you have any answers for this problem ?
The script :
public class Chat : MonoBehaviour, IChatClientListener
{
public void DebugReturn(DebugLevel level, string message)
{
if (level == ExitGames.Client.Photon.DebugLevel.ERROR)
{
Debug.LogError(message);
}
else if (level == ExitGames.Client.Photon.DebugLevel.WARNING)
{
Debug.LogWarning(message);
}
else
{
Debug.Log(message);
}
}
public void OnChatStateChange(ChatState state)
{
}
public void OnConnected()
{
Debug.Log("Connected");
chatClient.Subscribe(new string[] { "test" }, 0);
}
public void OnDisconnected()
{
Debug.Log("Disconnected");
}
public void OnGetMessages(string channelName, string[] senders, object[] messages)
{
Debug.Log("Received message from channel : " + channelName + " that say : " + messages[0]);
}
public void OnPrivateMessage(string sender, object message, string channelName)
{
}
public void OnStatusUpdate(string user, int status, bool gotMessage, object message)
{
}
public void OnSubscribed(string[] channels, bool[] results)
{
Debug.Log("Subscribed");
}
public void OnUnsubscribed(string[] channels)
{
}
public void OnUserSubscribed(string channel, string user)
{
Debug.Log("User Subscribed");
}
public void OnUserUnsubscribed(string channel, string user)
{
}
ChatClient chatClient;
AppSettings chatAppSettings;
private void Start()
{
chatClient = new ChatClient(this);
chatClient.ChatRegion = "EU";
chatAppSettings = PhotonNetwork.PhotonServerSettings.AppSettings;
this.chatClient.UseBackgroundWorkerForSending = true;
chatClient.Connect(chatAppSettings.AppIdChat, "1.0", new Photon.Chat.AuthenticationValues("Player"));
}
private void Update()
{
if (Input.GetKeyDown(KeyCode.P))
{
chatClient.PublishMessage("test", "This is a test");
}
chatClient.Service();
}
}
Your answer
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