On Unity editor, PlayFabMultiplayerManager.Get().CreateAndJoinNetwork(); does work and successfully triggers OnNetworkJoined(). In case it wont the error is catched. The problem is when building for andrioid it wont catch any errors but wont create the network. Am I missing something?
private void OnNetworkJoined(object sender, string networkId)
{
Debug.Log("yeah, network logged in");
clanHandler.updateNetworkId(networkId);
}
private void Start() { messageManager = GameObject.FindObjectOfType(); clanHandler = GameObject.FindObjectOfType(); PlayFabMultiplayerManager.Get().OnNetworkJoined += OnNetworkJoined; PlayFabMultiplayerManager.Get().OnError += OnPlayFabError; PlayFabMultiplayerManager.Get().OnNetworkLeft += OnNetworkLeft; PlayFabMultiplayerManager.Get().OnChatMessageReceived += OnChatMessageReceived; PlayFabMultiplayerManager.Get().OnDataMessageReceived += OnDataMessageReceived; PlayFabMultiplayerManager.Get().OnRemotePlayerJoined += OnRemotePlayerJoined; PlayFabMultiplayerManager.Get().OnRemotePlayerLeft += OnRemotePlayerLeft; }
public void JoinCustomNetwork(string networkId)
{
Debug.Log("Joining a custom network");
PlayFabMultiplayerManager.Get().JoinNetwork(networkId);
Debug.Log("Custom network joint");
}