#Happy Turkey Day ๐ฆ
1 messages ยท Page 1 of 1 (latest)
using ExitGames.Client.Photon;
using UnityEngine;
using UnityEngine.UI;
public class ConnectToServer : Photon.MonoBehaviour
{
[SerializeField] private InputField UsernameInput;
public Button Boybutton;
public Button Girlbutton;
private bool isBoy = true;
void Start()
{
Debug.Log("Calling ConnectUsingSetting");
//Connect to game version v1
bool connected = PhotonNetwork.ConnectUsingSettings("1");
Debug.Log("Finished Calling ConnectUsingSetting: " + connected);
}
// Update is called once per frame
void Update()
{
}
public void OnConnectedToServer()
{
Debug.Log("WE Connected to server! ");
}
public void OnConnectedToMaster()
{
Debug.Log("WE Connected to master!");
}
public void OnDisconnected()
{
Debug.Log("Ouch we disconnected!");
}
public void JoinGame()
{
Debug.Log("Trying To Join Game");
PhotonNetwork.playerName = UsernameInput.text;
Hashtable hash = new Hashtable();
hash.Add("isBoy", isBoy);
PhotonNetwork.player.SetCustomProperties(hash);
RoomOptions roomOptions = new RoomOptions
{
MaxPlayers = 5
};
PhotonNetwork.JoinOrCreateRoom("MainWorld", roomOptions, TypedLobby.Default);
}
private void OnJoinedRoom()
{
Debug.Log("Trying to Load into room!");
PhotonNetwork.LoadLevel("TNTTSimulatorOnline");
}
public void BoyClicked()
{
isBoy = true;
Boybutton.Select();
}
public void GirlClicked()
{
isBoy = false;
Girlbutton.Select();
}
}
Current Error: (I waited a hot min too for a callback)
@edgy surge #archived-networking message
This is so close, were you able to get past?
Note: using unsecured websockets
Fixed!!!!
Updated to PUN 2 with secured web sockets