public override void OnJoinRandomFailed(short returnCode, string message) { string roomName = "Room " + Random.Range(1000, 10000); Photon.Realtime.RoomOptions options = new Photon.Realtime.RoomOptions { MaxPlayers = 4 }; PhotonNetwork.CreateRoom(roomName, options, null); }
// Start is called before the first frame update void Start() { menuGUI = transform.Find("Panel").gameObject; playerName = menuGUI.transform.Find("Nickname").GetComponent <TMP_InputField>(); friendRoom = menuGUI.transform.Find("FriendParnel/FriendRoom").GetComponent <TMP_InputField>(); ro = new Photon.Realtime.RoomOptions(); ro.MaxPlayers = 2; spawnList = FindObjectsOfType <simplePUNSpawnPoint>(); }
public void btnStart_Click() { string roomName = "Room1"; Photon.Realtime.RoomOptions opts = new Photon.Realtime.RoomOptions(); opts.IsOpen = true; opts.IsVisible = true; opts.MaxPlayers = MaxPlayers; PhotonNetwork.JoinOrCreateRoom(roomName, opts, Photon.Realtime.TypedLobby.Default); btnStart.SetActive(false); Status("Joining " + roomName); }
void CreateRoom() { Debug.Log("Creating room now"); int randomRoomNumber = Random.Range(0, 10000); Photon.Realtime.RoomOptions roomOps = new Photon.Realtime.RoomOptions() { IsVisible = true, IsOpen = true, MaxPlayers = (byte)roomSize }; PhotonNetwork.CreateRoom("Room" + randomRoomNumber, roomOps); Debug.Log(randomRoomNumber); }
// Called when user clicks on the Create button. public void OnClickCreateRoom() { Photon.Realtime.RoomOptions roomOptions = new Photon.Realtime.RoomOptions() { IsVisible = true, IsOpen = true, MaxPlayers = 5 }; if (PhotonNetwork.CreateRoom(RoomName.text, roomOptions, Photon.Realtime.TypedLobby.Default)) { print("Create room successfully sent."); } else { print("Create room failed to send."); } }
public void CreateRoom() { // Get the lobby code to generate the room. string lobbyCode = GetComponent <GenerateLobbyCode>().GetLobbyCode(); // Setup room options object. RoomOptions options = new Photon.Realtime.RoomOptions() { MaxPlayers = MaxPlayersPerRoom }; // Create the room PhotonNetwork.CreateRoom(lobbyCode, options); Debug.Log("Custom Room created."); // Send host to the host scene PhotonNetwork.LoadLevel("01_GameHost"); }