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Question by zak666 · Aug 06, 2019 at 08:37 PM · photondisconnect

Cannot connect to photon after II disconnect

OK so works fine when I first load my Game, however when i Disconnected from server and return to my home-scene to launch a new game after I finish my game using PhotonNetwork.Disconnect(); when i load my PhotonConnect scene, nothing happens, yet it works when I load it the first time?

 using System.Collections;
 using System.Collections.Generic;
 using UnityEngine;
 using UnityEngine;
 using Photon.Pun;
 using Photon.Realtime;
 public class photonConnectonNewsystem : MonoBehaviourPunCallbacks, IInRoomCallbacks
 {
     public PhotonView PhotonViewPv;
     private Player[] ConnectedPlayers;
     public int MyPhotonPlayers;
     public bool LoadExtraScpace;
     public bool LoadSystem;
     public string systemToEnter;
 
     public GameObject Account;
     public LastRoomEntered LastRoomEnteredCS;
 
     private void Awake()
     {
         DontDestroyOnLoad(this.gameObject);
     }
 
     public void Start()
     {
         Account = GameObject.FindGameObjectWithTag("Account");
         LastRoomEnteredCS = Account.GetComponent<LastRoomEntered > ();
         systemToEnter = LastRoomEnteredCS.NextRoom;
 
         PhotonViewPv = GetComponent<PhotonView>();
         PhotonNetwork.ConnectUsingSettings();
     }
 
 
     public override void OnConnectedToMaster()
     {
         base.OnConnectedToMaster();
         PhotonNetwork.JoinRoom(LastRoomEnteredCS.NextRoom);
     }
 
     public override void OnJoinRoomFailed(short returnCode, string message)
     {
         base.OnJoinRandomFailed(returnCode, message);
         Debug.Log("Failed to join random Room...");
         CreateRoomConnect();
     }
 
    
     void CreateRoomConnect()
     {
         RoomOptions roomOps = new RoomOptions() { IsVisible = true, IsOpen = true, MaxPlayers = 100 };
         PhotonNetwork.CreateRoom(LastRoomEnteredCS.NextRoom);
     }
 
 
     public override void OnCreateRoomFailed(short returnCode, string message)
     {
         base.OnCreateRoomFailed(returnCode, message);
         CreateRoomConnect();
     }
 
 
 
 }
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avatar image Captain_Pineapple · Aug 07, 2019 at 09:42 AM 0
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you are aware that since you use Don't destroy on load there will be 2 photonConnectonNewsystem objects when you load the scene the second time?

avatar image zak666 Captain_Pineapple · Aug 08, 2019 at 08:35 AM 0
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I am deleting the object with another script and reloading the start room.

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