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Question by sezbladex · Jan 21, 2017 at 06:48 AM · photonunity 4.6

Create Room No overloaded Method Error

 CheckPlayerNameAndRoom();
 PhotonNetwork.player.name = playerName;
 Hashtable setMapName = new Hashtable();
 setMapName["MapName"] = allMaps[selectedMap].mapName;
 setMapName["RoundDuration"] = roundDuration;
 setMapName["GameMode"] = gameMode;
 string[] exposedProps = new string[3];
 exposedProps[0] = "MapName";
 exposedProps[1] = "RoundDuration";
 exposedProps[2] = "GameMode";
 //Create new Room
 PhotonNetwork.CreateRoom(newRoomName, true, true, maxPlayers, setMapName, exposedProps); 
 

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Answer by ChristianSimon · Jan 23, 2017 at 09:25 AM

Hi,

I guess your code is from some outdated tutorial. Here is the way to go. Custom room properties and custom room properties for the lobby are stored as a single RoomOptions object, which you have to use when creating the room. This can look like this:

 RoomOptions options = new RoomOptions();

 options.CustomRoomProperties = new Hashtable();
 options.CustomRoomProperties["MapName"] = "YourMapName";

 options.CustomRoomPropertiesForLobby = new string[1];
 options.CustomRoomPropertiesForLobby[0] = "MapName";
 
 PhotonNetwork.CreateRoom("YourRoomName", options, null);
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Answer by sezbladex · Jan 23, 2017 at 09:59 AM

thanks I write this code it works

 Hashtable roomProps = new Hashtable() { { "MapName", allMaps[selectedMap].mapName }, { "RoundDuration", roundDuration },{ "GameMode", gameMode } };
                 string[] roomPropsInLobby = { "MapName", "RoundDuration" ,"GameMode" };
                 RoomOptions roomOptions = new RoomOptions();
                 roomOptions.customRoomProperties = roomProps;
                 roomOptions.customRoomPropertiesForLobby = roomPropsInLobby;
                 roomOptions.isVisible = true;
 
                 roomOptions.maxPlayers = (byte)maxPlayers;
 
                     //Create new Room
                 PhotonNetwork.CreateRoom(newRoomName,roomOptions,TypedLobby.Default);

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