Wayback Machinekoobas.hobune.stream
May JUN Jul
Previous capture 12 Next capture
2021 2022 2023
1 capture
12 Jun 22 - 12 Jun 22
sparklines
Close Help
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
  • Asset Store
  • Get Unity

UNITY ACCOUNT

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account
  • Blog
  • Forums
  • Answers
  • Evangelists
  • User Groups
  • Beta Program
  • Advisory Panel

Navigation

  • Home
  • Products
  • Solutions
  • Made with Unity
  • Learning
  • Support & Services
  • Community
    • Blog
    • Forums
    • Answers
    • Evangelists
    • User Groups
    • Beta Program
    • Advisory Panel

Unity account

You need a Unity Account to shop in the Online and Asset Stores, participate in the Unity Community and manage your license portfolio. Login Create account

Language

  • Chinese
  • Spanish
  • Japanese
  • Korean
  • Portuguese
  • Ask a question
  • Spaces
    • Default
    • Help Room
    • META
    • Moderators
    • Topics
    • Questions
    • Users
    • Badges
  • Home /
avatar image
0
Question by ankitpsaraogi · Jun 04, 2020 at 03:36 PM · unity 5networkinglobbymatchmaking

How to create a matchmaking lobby

Hi, I have been trying to create a matchmaking lobby since a long time but I am getting some or the other error which I am unable to figure out.

I do not want to make use of database like sqlite or mysql.

I am stuck. Someone please suggest me a way to do so.

In desperation, I am attaching the entire script and relevant files of the lobby manager. Please help.

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using Mirror;
 using System;
 using UnityEngine.SceneManagement;
 using System.Diagnostics;
 
 public class ConnectionManager : NetworkBehaviour
 {
     public GameObject PlayerClientSpace2;
     public GameObject PlayerServerSpace2;
     public GameObject PlayerMidSpace2;
     public bool joinserver2;
     public bool createserver2=true;
     public bool joinclient2;
     public List<int> UsedPorts = new List<int>();
 
     int port2;
     
     public override void OnStartServer()
     {
         
         PlayerClientSpace2 = GameObject.Find("PlayerClientSpace2");
         PlayerServerSpace2 = GameObject.Find("PlayerServerSpace2");
         PlayerMidSpace2 = GameObject.Find("PlayerMidSpace2");
         //LogicManager = GameObject.Find("LogicManager").GetComponent<LogicManager>();
         //LogicManager.createserver2 = true;
         base.OnStartServer();
     }
 
     public override void OnStartClient()
     {
         
         
         base.OnStartClient();
         if (hasAuthority)
         {
             if (GlobalScript.PlayerTotal == 2)
             {
                 if (GlobalScript.StartAs == "Client" && GlobalScript.PlayerTotal==2)
                 {
                     CmdPositionme(GlobalScript.StartAs, GlobalScript.PlayerTotal);
                 }
                 else if (GlobalScript.StartAs == "Server" && GlobalScript.PlayerTotal==2)
                 {
                     if (GlobalScript.ServerMatchMakingMode == "Ended")
                     {
                         CmdRemovePort(GlobalScript.Port);
                     }
                     else
                     {
                         CmdPositionme(GlobalScript.StartAs, GlobalScript.PlayerTotal);
                     }
                 }
             }
         }
     }
     [Command]
     void CmdPositionme(string StartAs, int PlayerTotal)
     {
         if (PlayerTotal == 2)
         {
             if (StartAs == "Client")
             {
                 transform.SetParent(PlayerClientSpace2.transform);
 
             }
             else if (StartAs == "Server")
             {
                 transform.SetParent(PlayerServerSpace2.transform);
 
             }
         }
     }
 
     [Command]
     void CmdRemovePort(uint port)
     {
         UsedPorts.Remove(Convert.ToInt32(port));
         TargetShutDownServer(connectionToClient);
     }
     
     [TargetRpc]
     void TargetShutDownServer(NetworkConnection conn)
     {
         Application.Quit();
     }
 
     // Start is called before the first frame update
     void Start()
     {
         
     }
 
     [TargetRpc]
     void TargetJoinServer2(NetworkConnection conn, int port)
     {
         
         GlobalScript.PlayerTotal = 2;
         GlobalScript.WinningScore = 7;
         GlobalScript.Port = Convert.ToUInt16(port);
         GlobalScript.StartServerClient = true;
         SceneManager.LoadScene("MainGame");
     }
 
     
 
     [TargetRpc]
     void TargetJoinClients2(NetworkConnection conn, int port)
     {
         GlobalScript.PlayerTotal = 2;
         GlobalScript.WinningScore = 7;
         GlobalScript.Port = Convert.ToUInt16(port);
         GlobalScript.networkAddress = "localhost";
         GlobalScript.StartServerClient = true;
         SceneManager.LoadScene("MainGame");
     }
 
    
 
     // Update is called once per frame
     void Update()
     {
         if (isServer)
         {
 
             if (PlayerClientSpace2.transform.childCount >= 2 && PlayerMidSpace2.transform.childCount == 0 && PlayerServerSpace2.transform.childCount>=1)
             {
                 GameObject G1 = PlayerClientSpace2.transform.GetChild(0).gameObject;
                 
                 GameObject G2 = PlayerClientSpace2.transform.GetChild(1).gameObject;
                 GameObject G3 = PlayerServerSpace2.transform.GetChild(0).gameObject;
 
                 G1.tag = "Client";
                 G2.tag = "Client";
                 G3.tag = "Server";
                 G3.transform.SetParent(PlayerMidSpace2.transform);
                 G1.transform.SetParent(PlayerMidSpace2.transform);
                 G2.transform.SetParent(PlayerMidSpace2.transform);
                 
                 
 [link text][1]
             }
 
             if(PlayerMidSpace2.transform.childCount==3 && joinserver2)
             {
                 joinserver2 = false;
                 for (var i=0; i<PlayerMidSpace2.transform.childCount; i++)
                 {
                     if(PlayerMidSpace2.transform.GetChild(i).gameObject.tag=="Server")
                     {
                         port2=70000;
                         
                         while(!UsedPorts.Contains(port2))
                         {
                             port2++;
                         }
                         UsedPorts.Add(port2);
                         createserver2 = true;
                         TargetJoinServer2(PlayerMidSpace2.transform.GetChild(i).gameObject.GetComponent<ConnectionManager>().connectionToClient, port2);
 
                     }
                 }
             }
 
             if (PlayerMidSpace2.transform.childCount == 2 && joinclient2)
             {
                 joinclient2 = false;
                 bool checkserver = false;
                 for (var i = 0; i < PlayerMidSpace2.transform.childCount; i++)
                 {
                     if (PlayerMidSpace2.transform.GetChild(i).gameObject.tag == "Server")
                     {
                         checkserver = true;
 
                     }
                 }
                 if(!checkserver)
                 {
                     joinserver2 = false;
                     for (var i = 0; i < PlayerMidSpace2.transform.childCount; i++)
                     {
                         TargetJoinClients2(PlayerMidSpace2.transform.GetChild(i).gameObject.GetComponent<ConnectionManager>().connectionToClient, port2);
                     }
                 }
                 else
                 {
 
                     joinclient2 = true;
                 }
             }
 
 
             if (PlayerMidSpace2.transform.childCount==0)
             {
                 joinserver2 = true;
                 joinclient2 = true;
 
             }
 
            
 
             if(PlayerServerSpace2.transform.childCount==0 && createserver2)
             {
                 createserver2 = false;
                 Process startserver = new Process();
                 startserver.StartInfo.FileName = "C:\\Users\\ankit\\TopCat\\Builds\\TopCat.exe";
                 startserver.StartInfo.Arguments = "server2";
                 startserver.Start();
             }
 
             
             
         }
     }
 }


alt text

[1]: /storage/temp/161023-files.zip

unityerror.png (116.1 kB)
files.zip (6.0 kB)
Comment
Add comment
10 |3000 characters needed characters left characters exceeded
▼
  • Viewable by all users
  • Viewable by moderators
  • Viewable by moderators and the original poster
  • Advanced visibility
Viewable by all users

0 Replies

· Add your reply
  • Sort: 

Your answer

Hint: You can notify a user about this post by typing @username

Up to 2 attachments (including images) can be used with a maximum of 524.3 kB each and 1.0 MB total.

Follow this Question

Answers Answers and Comments

270 People are following this question.

avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image avatar image

Related Questions

Unity Unet Lobby problem 0 Answers

How to connect to a match by a string 0 Answers

Can Lobby Player have authority? 0 Answers

How to call NetworkClient.Ready() ? 1 Answer

Prevent NetworkLobbyManager from changing scenes. 2 Answers


Enterprise
Social Q&A

Social
Subscribe on YouTube social-youtube Follow on LinkedIn social-linkedin Follow on Twitter social-twitter Follow on Facebook social-facebook Follow on Instagram social-instagram

Footer

  • Purchase
    • Products
    • Subscription
    • Asset Store
    • Unity Gear
    • Resellers
  • Education
    • Students
    • Educators
    • Certification
    • Learn
    • Center of Excellence
  • Download
    • Unity
    • Beta Program
  • Unity Labs
    • Labs
    • Publications
  • Resources
    • Learn platform
    • Community
    • Documentation
    • Unity QA
    • FAQ
    • Services Status
    • Connect
  • About Unity
    • About Us
    • Blog
    • Events
    • Careers
    • Contact
    • Press
    • Partners
    • Affiliates
    • Security
Copyright © 2020 Unity Technologies
  • Legal
  • Privacy Policy
  • Cookies
  • Do Not Sell My Personal Information
  • Cookies Settings
"Unity", Unity logos, and other Unity trademarks are trademarks or registered trademarks of Unity Technologies or its affiliates in the U.S. and elsewhere (more info here). Other names or brands are trademarks of their respective owners.
  • Anonymous
  • Sign in
  • Create
  • Ask a question
  • Spaces
  • Default
  • Help Room
  • META
  • Moderators
  • Explore
  • Topics
  • Questions
  • Users
  • Badges