Hello,
I'm trying to create a lobby in Unity with this code:
PlayFabMultiplayerAPI.CreateLobby(new CreateLobbyRequest(), callback, FailureCallback);
My player is correctly logged in (`PlayFabClientAPI.IsClientLoggedIn()` and `PlayFabMultiplayerAPI.IsEntityLoggedIn()` both return true.
In the documentation it's said that "This value is implicitly the client or server entity who is creating the lobby.", but it seems it's not in my case.
Last thing I did was using `PlayFabClientAPI.GetAccountInfo(new GetAccountInfoRequest(), OnEntityLoaded, FailureCallback);` to get a `PlayFab.ClientModels.EntityKey` which I converted to a `PlayFab.MultiplayerModels.EntityKey` like this:
clientEntityKey = result.AccountInfo.TitleInfo.TitlePlayerAccount; multiplayerEntityKey = new PlayFab.MultiplayerModels.EntityKey() { Id = clientEntityKey.Id, Type = clientEntityKey.Type };It works, but this seems to ugly for me to be true.
Am I doing everything right?