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Question by kariemhassan2009 · Feb 11 at 03:39 AM · networkingmultiplayerphotontransform.positionmultiplayer-networking

max players in orginal room

i want to set an already made max amount of players how do i do that and here is my code

using UnityEngine;

using Photon.Pun;

using Photon.Realtime;

public class RoomManager : MonoBehaviourPunCallbacks

{

[Tooltip("The maximum number of players per room. When a room is full, it can't be joined by new players, and so new room will be created")]

[SerializeField]

private byte maxPlayersPerRoom = 4;

byte MaxPlayers = 4;

public string roomName = "Room";

// Start is called before the first frame update

 void Start()

 {

 PhotonNetwork.ConnectUsingSettings();

 

   Debug.Log("Connecting..");

 }

  

   

   

   

  



public override void OnConnectedToMaster()

 {

   Debug.Log("Connected to server");

  

  

  

   base.OnConnectedToMaster();

   

   

  

   PhotonNetwork.JoinLobby();

 }

   

 

 

 public override void OnJoinedLobby()

 {

   base.OnJoinedLobby();

  

   Debug.Log("We're in the lobby");

   

   PhotonNetwork.JoinOrCreateRoom(roomName, null, null);

 }



public override void OnJoinRandomFailed(short returnCode, string message)

{

Debug.Log("PUN Basics Tutorial/Launcher:OnJoinRandomFailed() was called by PUN. No random room available, so we create one.\nCalling: PhotonNetwork.CreateRoom");

// #Critical: we failed to join a random room, maybe none exists or they are all full. No worries, we create a new room.

RoomOptions Options = new RoomOptions();

PhotonNetwork.CreateRoom(null, new RoomOptions { MaxPlayers = maxPlayersPerRoom });

}

 public override void OnJoinedRoom()

 {

   base.OnJoinedRoom();

   

   GetComponent<PlayerSpawner>().SpawnPlayer();

  

   Debug.Log("We're connected and in a room!");

   

   



 }

  

}

so what I mean is that it connects to a lobby but that lobby doesn't have a max to how many player can be in it

how can i fix it???

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