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Question by DDevelper · Jul 20, 2021 at 11:37 AM · multiplayerphotonpun

Join Error photon

I get an error "JoinRoom failed. Client is on MasterServer (must be Master Server for matchmaking)but not ready for operations (State: Joining). Wait for callback: OnJoinedLobby or OnConnectedToMaster." but my script has received OnJoinedLobby() and OnConnectedToMaster(), and my script has joined the lobby. I'm new to photon and this error is annoying me, so sorry if I made a dumb mistake.
Here is my script:

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using Photon.Pun;
 using Photon;
 using TMPro;
 using UnityEngine.UI;
 
 public class PositionSender : MonoBehaviourPunCallbacks
 {
     public float Ping;
     public GameObject Load;
 
     public GameObject Player;
 
     public string RoomName;
     public string ServerRegion;
     public string ServerAdress;
     public bool Joined;
 
     public TextMeshProUGUI PingText;
     public TextMeshProUGUI RoomNameText;
     public TextMeshProUGUI ServerRegionText;
     public TextMeshProUGUI JoinedText;
     public TextMeshProUGUI AdressText;
 
     public TMP_InputField InputCreate;
     public TMP_InputField InputJoin;
 
     void Start()
     {
         InputCreate.interactable = false;
         InputJoin.interactable = false;
         Player = gameObject;
         Player.GetComponent<PlayerMovement>().enabled = false;
         Player.GetComponent<Rigidbody>().isKinematic = true;
         PhotonNetwork.ConnectUsingSettings();
         Ping = PhotonNetwork.GetPing();
         ServerRegion = PhotonNetwork.CloudRegion;
         ServerAdress = PhotonNetwork.ServerAddress;
     }
 
     public override void OnConnectedToMaster()
     {
         Load.SetActive(false);
         PhotonNetwork.JoinLobby();
     }
 
     public override void OnJoinedLobby()
     {
         InputCreate.interactable = true;
         InputJoin.interactable = true;
     }
 
     public void CreateRoom()
     {
         string Name = InputCreate.text;
         PhotonNetwork.CreateRoom(Name);
         PhotonNetwork.JoinRoom(Name);
         Player.GetComponent<PlayerMovement>().enabled = true;
         Player.GetComponent<Rigidbody>().isKinematic = false;
     }
 
     public void JoinRoom()
     {
         string Name = InputJoin.text;
         PhotonNetwork.JoinRoom(Name);
         Player.GetComponent<PlayerMovement>().enabled = true;
         Player.GetComponent<Rigidbody>().isKinematic = false;
     }
 
     void Update()
     {
         Joined = PhotonNetwork.InRoom;
         Ping = PhotonNetwork.GetPing();
         if (PhotonNetwork.CurrentRoom != null) 
         {
             RoomName = PhotonNetwork.CurrentRoom.ToString(); 
         }
         else
         {
             RoomName = "null";
         }
 
         PingText.SetText("Ping: " + Ping);
         RoomNameText.SetText("Room Name: " + RoomName);
         ServerRegionText.SetText("Server Region: " + ServerRegion);
         JoinedText.SetText("Joined Room: " + Joined);
         AdressText.SetText("Server Adress: " + ServerAdress);
     }
 }
 


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