void FixedUpdate() { if (!m_UseMatchmaking) { return; } if (m_Matchmaker == null) { MatchmakingServer = MatchmakingServer.Trim(); m_Matchmaker = new Matchmaker(MatchmakingServer, OnMatchmakingSuccess, OnMatchmakingError); var matchId = Guid.NewGuid().ToString(); var playerProps = new MatchmakingUtilities.PlayerProperties() { hats = 5 }; var groupProps = new MatchmakingUtilities.GroupProperties() { mode = 0 }; var request = MatchmakingUtilities.CreateMatchmakingRequest(matchId, playerProps, groupProps); m_Matchmaker.RequestMatch(request); } else { m_Matchmaker.Update(); } }
// Initialize a new matchmaking request and set UI state to Matchmaking In Progress // Precondition: MatchmakingServer is not null and contains a valid matchmaking URI void StartNewMatchmakingRequest() { // Abort existing matchmaker if (m_Matchmaker != null) { EndMatchmaking(); } m_LastMatchmakingState = default(Matchmaker.MatchmakingState); MatchmakingServer = MatchmakingServer.Trim(); m_Matchmaker = new Matchmaker(MatchmakingServer, OnMatchmakingSuccess, OnMatchmakingError); var matchId = Guid.NewGuid().ToString(); var playerProps = new MatchmakingUtilities.PlayerProperties { hats = 5 }; var groupProps = new MatchmakingUtilities.GroupProperties { mode = 0 }; var request = MatchmakingUtilities.CreateMatchmakingRequest(matchId, playerProps, groupProps); m_Matchmaker.RequestMatch(request); m_LastMatchmakingState = m_Matchmaker.State; }