Trying to use the CreateAndJoinLobby function with the following code:
PlayFabMultiplayer.CreateAndJoinLobby(new PlayFabAuthenticationContext() { //PlayFabId = PlayFabLogin.Instance.playFabId, ClientSessionTicket = PlayFabLogin.Instance.sessionTicket, EntityId = PlayFabLogin.Instance.entityId, EntityType = "title_player_account", EntityToken = PlayFabLogin.Instance.entityToken, }, new LobbyCreateConfiguration() { MaxMemberCount=20, OwnerMigrationPolicy=LobbyOwnerMigrationPolicy.Automatic, AccessPolicy=LobbyAccessPolicy.Public, SearchProperties=new Dictionary<string, string>() { {"GameMode", "Deathmatch" } }, LobbyProperties=new Dictionary<string, string>() { { "PlayerColor",ColorUtility.ToHtmlStringRGB(Color.blue) } } },new LobbyJoinConfiguration() { MemberProperties=new Dictionary<string, string>() { { "Status","Member" } } });
But when I try to run the code I get the following error:
the PlayFab service returned unexpected 'bad request' error 0x%0.8x UnityEngine.Debug:LogError (object) PlayFab.Multiplayer.PlayFabMultiplayer:LogError (string) (at Assets/PlayFabMultiplayerSDK/Source/Scripts/API/PlayFabMultiplayer.cs:1718) PlayFab.Multiplayer.PlayFabMultiplayer:LogError (int) (at Assets/PlayFabMultiplayerSDK/Source/Scripts/API/PlayFabMultiplayer.cs:1746) PlayFab.Multiplayer.PlayFabMultiplayer:Succeeded (int) (at Assets/PlayFabMultiplayerSDK/Source/Scripts/API/PlayFabMultiplayer.cs:1781) PlayFab.Multiplayer.PlayFabMultiplayer:ProcessLobbyStateChanges () (at Assets/PlayFabMultiplayerSDK/Source/Scripts/API/PlayFabMultiplayer.cs:1475) PlayFab.Multiplayer.PlayfabMultiplayerEventProcessor:Update () (at Assets/PlayFabMultiplayerSDK/Prefabs/Scripts/PlayfabMultiplayerEventProcessor.cs:24)
Anybody managed to get this lobby sdk to work in Unity? Cause it seems this is somewhat broken to me or I'm just missing what I'm doing wrong