- Home /
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);
}
}
Comment
Your answer
Follow this Question
Related Questions
Photon pun problem on send and read request 0 Answers
Photon RPC is not working in photon? 2 Answers
How can I instantiate different prefabs for owner and proxy using photon? 2 Answers
Accesing the position of a prefab (Photon Prefab) 1 Answer
How to check distance between two players (photon multiplayer) 2 Answers