I am trying to use playfab to make a synced environment where I show 2 people in a room moving/shooting by sending position data in buffer on each update . I know I am better off using photon for the sync part but I am trying out playfab for the gameplay feature and I think "SendDataMessageToAllPlayers" should be enough to simulate other player's movement into my own scene at realtime with some lag but thats fine for now.
However, I am getting an error while trying to join a network which already exists. I made a network using " PlayFabMultiplayerManager.Get().CreateAndJoinNetwork(); PlayFabMultiplayerManager.Get().OnNetworkJoined += OnNetworkJoined;" and then copied and pasted this key into another instance running on same pc. I am calling " PlayFabMultiplayerManager.Get().JoinNetwork(s); PlayFabMultiplayerManager.Get().OnNetworkJoined += OnNetworkJoined;" in the second instance. This is when I get the error for network limit and not authorized user.
the scripts I am using : https://pastebin.com/K3DJus08 https://pastebin.com/aFbWCjAD
On the 2nd instance however, I am able to make a new network ( thus having 2 individual networks on 2 instances which is not desirable since i want both of them in the same room)
1. Any idea what I might be doing wrong? I did enable the "Party" feature in the Multiplayer dashboard from playfab site. I havent linked up my credit card in the server section, So is that a priority to do to access party features?
2. is playFab party developed enough so that I can use it for synced games like the usecase I mentioned in my first para? Is it recommended to use for asynced game such as turn based scenario?
(I am not looking for other playfab features like voice chat or leaderboard for this test project, just the gameplay multiplayer)