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Question by cirex02727 · Sep 27, 2018 at 04:46 PM · listphotonpunroom

PhotonNetwork.GetRoomList() output = 0

i have make a simple main menu with a input field and a button:

 public InputField NameField;
 bool Pressed = true;
 
 public void OnClick_ConfirmB()
 {
     if(NameField.text != "" && Pressed == false)
     {
         Pressed = true;
         PhotonNetwork.playerName = NameField.text;

         //SceneManager.LoadScene(1);
         JoinLobby();
     }
 }

 void OnConnectedToMaster()
 {
     Pressed = false;
 }

 void Update()
 {
     if (Input.GetKeyDown(KeyCode.Space))
     {
         OnJoinedRoom();
     }
 }

 void Awake()
 {
     PhotonNetwork.ConnectUsingSettings("Version 0.1");
 }
 void OnGUI()
 {
     GUI.Label(new Rect(10, 10, 100, 100), PhotonNetwork.connectionStateDetailed.ToString());
 }
 
 void JoinLobby()
 {
     PhotonNetwork.JoinLobby();
 }

 void OnJoinedLobby()
 {
     RoomOptions Options = new RoomOptions() { IsVisible = true, IsOpen = true};
     PhotonNetwork.CreateRoom("GG", Options, TypedLobby.Default);
 }
 
 void OnJoinedRoom()
 {
     Debug.Log("room length : " + PhotonNetwork.GetRoomList().Length);
 }

OnClick_ConfirmB() is connected to a button... the roomlist debug output is 0; i do not understand, plz help mi

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avatar image ChristianSimon · Oct 02, 2018 at 09:42 AM 0
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For everybody who is interested, we have the same discussion here.

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Answer by storybelldev · Oct 02, 2018 at 01:27 PM

PhotonNetwork.GetRoomList() only works in the lobby.

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