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Question by Trevdevs · Mar 27, 2017 at 11:11 PM · c#networkingmultiplayer-networkingmultiplayer networkingnetwork instantiate

NetworkMatch creating match not being found when doing ListMatches

NetworkMatch.count still returns zero after I refresh the list after creating the match does it not get instantly added is there something I'm missing.

This is my very first time attempting a form of multiplayer so sorry if the script is bad. Line 49 to 64

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine.Networking;
 using UnityEngine.Networking.Match;
 using UnityEngine.Networking.Types;
 using UnityEngine.UI;
 
 public class NetworkController : MonoBehaviour {
 
     public NetworkManager man;
     NetworkMatch networkMatch;
 
     string lobbyName;
     Toggle isPrivate;
 
     public VerticalLayoutGroup serverSlots;
 
     [SerializeField]
     private GameObject lobbyPrefab;
 
     void Awake()
     {
        networkMatch = man.gameObject.AddComponent<NetworkMatch>();
     }
 
     void Start()
     {
         networkMatch.ListMatches(0, 10, "", true, 0, 0, OnMatchList);
     }
 
     void Update()
     {
         if(Input.GetKeyDown(KeyCode.R))
         {
             RefreshLobbyList();
         }
     }
     void RefreshLobbyList()
     {
         networkMatch.ListMatches(0, 10, "", true, 0, 0, OnMatchList);
     }
 
 
     void OnMatchList(bool foundMatches, string extendedInfo, List<MatchInfoSnapshot> matches)
     {
         if(foundMatches)
         {
             Debug.Log(matches.Count); //<--- Returns zero after I create a match 
             foreach (MatchInfoSnapshot match in matches)
             {
                 GameObject lobby = Instantiate(lobbyPrefab, serverSlots.transform) as GameObject;
                 lobby.GetComponentInChildren<Text>().text = match.name;
             }
         }
         else
         {
             Debug.Log(extendedInfo);
         }
     }
 
     void HostLobby() //This runs from a UI Button
     {
         networkMatch.CreateMatch(lobbyName, 4, true, "", "", "", 0, 0, OnMatchCreate); //Match Creation Here
     }
 
     void OnMatchCreate(bool created, string extendedInfo, MatchInfo matchInfo)
     {
         if(created)
         {
             Debug.Log("Match Created");
             //man.StartHost(matchInfo);
         }
         else
         {
             Debug.Log(extendedInfo);
             Debug.Log("Matched Creation Failed");
         }
     }
 
     void JoinLobby(NetworkID id)
     {
         networkMatch.JoinMatch(id, "", "", "", 0, 0, OnMatchJoined);
     }
 
     void OnMatchJoined(bool joinedMatch, string extendedInfo, MatchInfo matchInfo)
     {
         MatchInfo hostInfo = matchInfo;
         //man.StartClient(hostInfo);
     }
 }
 
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