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Question by alexdevAo · Jan 30, 2020 at 08:25 PM · photonconnectroom

How to search for a room name on the photon server?

I'm trying to join a room but I don't know how to find it I used I create the JoinARoom function and when I click the Join button, the room does not connect as the name mainServerText.text

 using Photon.Pun;
 using Photon.Realtime;
 using System.Collections;
 using System.Collections.Generic;
 using TMPro;
 using UnityEngine;
 
 public class Connect : MonoBehaviourPunCallbacks
 {
     [SerializeField] private GameObject connectingPanel;
     [SerializeField] private GameObject createRoomPanel;
     [SerializeField] private GameObject startGamePanel;
     [SerializeField] private GameObject adversaryPanel;
 
     [SerializeField] private TextMeshProUGUI mainServerText;
     [SerializeField] private TextMeshProUGUI mainUserText;
 
     [SerializeField] private TextMeshProUGUI otherServerText;
     [SerializeField] private TextMeshProUGUI otherUserText;
 
     [SerializeField] private TextMeshProUGUI infoServerText;
 
     private bool isConnected = false;
 
     private const string gameVersion = "0.1";
     private const int maxPlayersPerRoom = 2;
 
     [SerializeField] int correntNumber = 0;
     [SerializeField] int playerCount = 0;
 
     public void Update()
     {
         playerCount = PhotonNetwork.CurrentRoom.PlayerCount;
     }
 
     public void CreateServer()
     {
         createRoomPanel.SetActive(false);
         connectingPanel.SetActive(true);
 
         isConnected = true;
 
         PhotonNetwork.ConnectUsingSettings(gameVersion);
 
 
     }
     public override void OnConnectedToMaster()
     {
         if(playerCount == 0)
         {
             CreateARoom();
         }
     }
     public void CreateARoom() 
     {
         RoomOptions roomOptions = new RoomOptions();
         roomOptions.IsVisible = true;
         roomOptions.MaxPlayers = 2;
         PhotonNetwork.CreateRoom(mainServerText.text, roomOptions, TypedLobby.Default);
         Debug.Log("You create room: " + mainServerText.text);
         correntNumber = 1;
     }
      public void JoinARoom()
     {
         PhotonNetwork.JoinRoom(mainServerText.text);
         Debug.Log("You join in the room: " + mainServerText.text);
         correntNumber = 2;
     }
     public override void OnJoinedRoom()
     {
        
         
         Debug.Log(playerCount.ToString());
         if (playerCount != maxPlayersPerRoom)
         {
             infoServerText.text = "Waiting for the opponent...";
         }
         else
         {
             infoServerText.text = "You are connected!";
 
             if (correntNumber == 1)
             {
                 connectingPanel.SetActive(false);
                  startGamePanel.SetActive(true);
             }
             else if (correntNumber == 2)
             {
                 connectingPanel.SetActive(false);
                 adversaryPanel.SetActive(true);
             }
 
 
         }
     }
 
 }

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Answer by alexdevAo · Feb 01, 2020 at 05:58 PM

Someone can help me?

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Answer by ramsey05 · Apr 15, 2021 at 04:18 PM

you can get the room list then start a "for" loop for every variable in it in the "for" loop you can check the rooms names

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