Hello,
I'm following the Unity Lobby & Matchmaking tutorial. And I've a few questions.
This is the code:
PlayFabMultiplayer.OnMatchmakingTicketCompleted += PlayFabMultiplayer_OnMatchmakingTicketCompleted; PlayFabMultiplayer.OnMatchmakingTicketStatusChanged += PlayFabMultiplayer_OnMatchmakingTicketStatusChanged; List<MatchUser> localUsers = new List<MatchUser>(); localUsers.Add(new MatchUser(entityKey, string.Empty)); List<PFEntityKey> membersToMatchWith = new List<PFEntityKey>(); PlayFabMultiplayer.CreateMatchmakingTicket(localUsers, "test", membersToMatchWith);
Yes I have a matchmaking queue named "test". I'm leaving the`membersToMatchWith` empty as I have no members to match with, and it looks like it's something I'm allowed to leave empty.
The configuration of the queue looks like this (I've specifically left out any rules or server allocation just for the sake of finding what I'm doing wrong):
My result, however, is the following:
Can someone point me to what I'm doing wrong here?
Also:
It seems this is a separate "PlayFabMultiplayerSDK", which sorta overrides existing methods of the "PlayFabSDK" multiplayer API.
Even tho it looks as if one could reach the same results in terms of setting up Lobby and Matchmaking logic - which I did for Lobby only "by accident" before learning I had to also import the "PlayFabMultiplayerSDK" which is used for the aforementioned tutorial.
So is it wise to even use PlayFabMultiplayerSDK?
Thanks in advance!