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Question by HackTheREALITY · Dec 23, 2017 at 02:13 PM · androidnetworkingmultiplayerphotonnetwork.connect

Unity - Photon OnJoinedRoom not being called

I am using photon to make a FPS game for android. Here is the code:

 using UnityEngine;
 using UnityEngine.UI;
 
 public class SceneLoaderButton : Photon.PunBehaviour {
 
 
     public string roomName, mapNameGL, password;
 
 
     public GameObject loadingPan;
 
     public MenuRooms menuManager;
 
     // Use this for initialization
     void Start () {
 
         Button btn = GetComponent<Button> ();
         btn.onClick.AddListener (ConnectCustomRoom);
 
     }
     
     // Update is called once per frame
     void Update () {
         
     }
 
     void ConnectCustomRoom(){
 
         string room = roomName;
 
         RoomInfo[] ri;
         ri = PhotonNetwork.GetRoomList ();
 
         bool correct = false;
 
         string passwd, mapName = "";
         passwd = password;
 
         foreach (RoomInfo info in ri) {
             if (info.name == room) {
                 if (info.customProperties ["Password"].ToString() == passwd) {
                     print(info.playerCount + "/" + info.maxPlayers);
                     if (info.playerCount < info.maxPlayers)
                     {
                         correct = true;
                     }
                     else
                     {
                         menuManager.error("No room for you");
                     }
                     mapName = info.customProperties ["MapName"].ToString ();
                 }
                 else
                 {
                     menuManager.error("Incorrect password");
                 }
             }
         }
         mapNameGL = mapName;
         print(mapNameGL);
 
         if (correct) {
             print("Correct");
             loadingPan.active = !loadingPan.active;
             PhotonNetwork.playerName = "Player" + UnityEngine.Random.Range (1000,9999).ToString();
             PhotonNetwork.JoinRoom(room);
         }
     }
 
     
     void OnJoinedRoom()
     {
         print("Joined room: " + roomName);
         //We joined room, load respective map
         Application.LoadLevel(mapNameGL);
     }
 }

This is the code from button. It is instantiated and it should join the room, then load the scene. In other scripts, "onjoinedroom" callback works, even if I inherite from Photon.MonoBehaveiour, not from PUNBehaveiour. What is wrong?

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