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How to connect to our own dedicated server using photon networking in unity?(Self-hosted)
In below script am trying to connect my game with my own server. But every time I get an error like - (JoinRandomRoom failed. Client is on MasterServer (must be Master Server for matchmaking) but not ready for operations (State: ConnectingToMasterServer). Wait for callback: OnJoinedLobby or OnConnectedToMaster.)
please check my below script and check what is wrong.
[SerializeField] private GameObject FindOppenentTxt = null; [SerializeField] private GameObject waitingStatusPanel = null; [SerializeField] private Text waitingStatusText = null; private bool isConnnecting = false; [SerializeField]
 private const string GameVersion = "1.1";
 private const int maxPlayer = 2;
 private string masterServerAddress = "**********";
 private int port = 7777;
 private string appID = "***********7d645e794534";
 private void Awake()
 {
     PhotonNetwork.AutomaticallySyncScene = true;
 }
 private void Start()
 {
     PhotonNetwork.SendRate = 20;
     PhotonNetwork.SerializationRate = 5;
     PhotonNetwork.ConnectToMaster(masterServerAddress, port, appID);
     //PhotonNetwork.ConnectUsingSettings();
     
 }
 public void FindOpponent()
 {
     isConnnecting = true;
     FindOppenentTxt.SetActive(false);
     waitingStatusPanel.SetActive(true);
     waitingStatusText.text = "Searching...";
     if(PhotonNetwork.IsConnected)
     {
         
             PhotonNetwork.JoinRandomRoom();
             Debug.Log("findingRoom");
         
         
     }
     else
     {
         //PhotonNetwork.CreateRoom(null, new RoomOptions { MaxPlayers = maxPlayer });
         Debug.Log("creatingRoom");
         PhotonNetwork.GameVersion = GameVersion;
         //PhotonNetwork.ConnectUsingSettings();
         PhotonNetwork.ConnectToMaster(masterServerAddress, port, appID);
          Debug.Log(PhotonNetwork.CurrentRoom);
        
     }
 }
public override void OnConnectedToMaster() { if(isConnnecting) { PhotonNetwork.JoinRandomRoom(); Debug.Log("Server IP: " + PhotonNetwork.ServerAddress); } }
 public override void OnDisconnected(DisconnectCause cause)
 {
     waitingStatusPanel.SetActive(false);
     FindOppenentTxt.SetActive(true);
     Debug.Log("disconnected");
 }
 public override void OnJoinRandomFailed(short returnCode, string message)
 {
     Debug.Log("There are no clients");
     PhotonNetwork.CreateRoom(null, new RoomOptions { MaxPlayers = maxPlayer });
 }
 public override void OnJoinedRoom()
 {
     Debug.Log("Joined a room ssuccessfully");
     int playerCount = PhotonNetwork.CurrentRoom.PlayerCount;
     if(playerCount != maxPlayer)
     {
         waitingStatusText.text = "waiting for an opponent";
     }
     else
     {
         waitingStatusText.text = "Opponent Found...please wait..";
     }
 }
 public override void OnPlayerEnteredRoom(Player newPlayer)
 {
     if (PhotonNetwork.CurrentRoom.PlayerCount == maxPlayer)
     {
         PhotonNetwork.CurrentRoom.IsOpen = false;
         waitingStatusText.text = "opponent in room";
         PhotonNetwork.LoadLevel("MainScene");
     }
 }
}
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              koobas.hobune.stream
koobas.hobune.stream 
                       
                
                       
			     
			 
                