Hi, I'm new to Playfab and to multiplayer in general. I'm working on an online mobile game that must have a lot of users online in the same server. I've followed different tutorials and I've managed to create a custom server and a matchmaking queue. The problem is that when I try to use RequestMultiplayerServerRequest API I get stucked in waiting for server response. If I try to skip the matchmaking and connect directly to the server I get this error :
MultiplayerServerNotFound - DeploymentNotFoundForRegion - Deployment(s) {xxxxxx} was not found in any of the regions specified - {NorthEurope}
I've checked my Game Manager and I've specified the server region.
Can someone tell me what I'm doing wrong? My ID is 1B3AF
public class Matckmaking : MonoBehaviour { const string queueName = "DefaultQueue"; string ticketId; [SerializeField] Text debugText; [SerializeField] GameObject playButton; Coroutine pollCoroutine; public void CreateMatchmaking() { PlayFabMultiplayerAPI.CreateMatchmakingTicket ( new CreateMatchmakingTicketRequest { Creator = new MatchmakingPlayer { Entity = new EntityKey { Id = PlayFabManager.EntityId, Type = "title_player_account" }, Attributes = new MatchmakingPlayerAttributes { DataObject = new { latencies = new object[] { new { region = "NorthEurope", latency = 150 } } } } }, GiveUpAfterSeconds = 120, QueueName = queueName }, OnMatchmakingTicketCreated, OnMatchmakingTicketError ); Debug.Log("Creating Request"); } void OnMatchmakingTicketCreated(CreateMatchmakingTicketResult result) { Debug.Log("Entering"); ticketId = result.TicketId; debugText.text = "Ticket Created"; playButton.SetActive(false); pollCoroutine = StartCoroutine(PollTicket()); } void OnMatchmakingTicketError(PlayFabError error) { Debug.Log(error.GenerateErrorReport()); } IEnumerator PollTicket() { while(true) { PlayFabMultiplayerAPI.GetMatchmakingTicket ( new GetMatchmakingTicketRequest { TicketId = ticketId, QueueName = queueName }, OnGetMatckmakingTicket, OnMatchmakingTicketError ); yield return new WaitForSeconds(6.0f); } } void OnGetMatckmakingTicket(GetMatchmakingTicketResult result) { debugText.text = "Status: " + result.Status; switch(result.Status) { case "Matched": StopCoroutine(PollTicket()); StartMatch(result.MatchId); break; case "Canceled": StopCoroutine(PollTicket()); playButton.SetActive(true); break; } } public void StartMatch(string id) { debugText.text = "Starting Match"; PlayFabMultiplayerAPI.GetMatch ( new GetMatchRequest { MatchId = id, QueueName = queueName }, OnGetMatch, OnMatchmakingTicketError ); } void OnGetMatch(GetMatchResult result) { Debug.Log(result); Debug.Log(result.ServerDetails); Debug.Log(result.ServerDetails.IPV4Address); Debug.Log(result.ServerDetails.Ports); Debug.Log(result.ServerDetails.Region); debugText.text = $"{result.Members[0].Entity.Id} vs {result.Members[1].Entity.Id}"; GetComponent<PlayFabManager>().ConnectToServer(); }