Hello,
I am developing MP game with Unity + Mirror + Playfab MPS service and Match making. The game follows normal flow, where each game logs into playfab and then land into a lobby. Once each player is ready, game is started and player prefab are instantiated. Game runs perfectly in Standalone and Server only mode (Server and remote clients) with Mirror, but same setup using Playfab MPS service stops at ClientNetworkManager.OnClientSceneChanged. Digging into mirror libraries client network manager is invoking NetworkClient.Ready() function and even sends following message
// Tell server we're ready to have a player object spawned connection.Send(new ReadyMessage());
However it fails to invoke public override void OnServerReady(NetworkConnection conn) which will then initiate process to add players.
The game port is set to 7777 and there is another port that routes to 7777 as per normal playfab support.
sequence of functions is as follows:
Server --> NetworkRoomPlayerExt.CmdStartGame
Server -->startGame
Server -->ServerChangeScene
Client --> OnStopClient (Switch from room to game player)
Client --> NetworkGamePlayerExt.OnStartClient
Client --> OnClientNotReady
Client --> OnClientChangeScene
Server -->OnServerSceneChanged
Server -->OnStartServer
client --> OnClientSceneChanged
This is what not happening with playfab, but works with Mirror only server mode.
Server --> OnServerReady
Server --> SpawnPlayer