I'm having trouble creating a lobby. I get to the OnLoginSuccess without any issue. There's no errors when I create and join the lobby, but it never calls the success or failure. Any one have any ideas?
using UnityEngine;
using PlayFab;
using PlayFab.Multiplayer;
using PlayFab.ClientModels;
public class Testing : MonoBehaviour
{
private void OnGUI()
{
if (GUILayout.Button("Login"))
{
var request = new LoginWithCustomIDRequest { CustomId = UnityEngine.Random.value.ToString(), CreateAccount = true };
PlayFabClientAPI.LoginWithCustomID(request, OnLoginSuccess, OnLoginFailure);
}
}
private void OnLoginSuccess(LoginResult result)
{
Debug.Log("OnLoginSuccess");
PlayFabMultiplayer.Initialize();
string entityId = result.EntityToken.Entity.Id; // PlayFab user's entity Id
string entityType = result.EntityToken.Entity.Type; // PlayFab user's entity type
PlayFabMultiplayer.SetEntityToken(result.AuthenticationContext);
PlayFabMultiplayer.OnLobbyCreateAndJoinCompleted += this.PlayFabMultiplayer_OnLobbyCreateAndJoinCompleted;
PlayFabMultiplayer.OnLobbyDisconnected += this.PlayFabMultiplayer_OnLobbyDisconnected;
var createConfig = new LobbyCreateConfiguration()
{
MaxMemberCount = 6,
OwnerMigrationPolicy = LobbyOwnerMigrationPolicy.Manual,
AccessPolicy = LobbyAccessPolicy.Public
};
createConfig.LobbyProperties["Prop1"] = "Value1";
createConfig.LobbyProperties["Prop2"] = "Value2";
var joinConfig = new LobbyJoinConfiguration();
joinConfig.MemberProperties["MemberProp1"] = "MemberValue1";
joinConfig.MemberProperties["MemberProp2"] = "MemberValue2";
PlayFabMultiplayer.CreateAndJoinLobby(
new PFEntityKey(
entityId,
entityType),
createConfig,
joinConfig);
}
private void OnLoginFailure(PlayFabError error)
{
Debug.Log(error);
}
private void PlayFabMultiplayer_OnLobbyCreateAndJoinCompleted(Lobby lobby, int result)
{
Debug.Log("OnLobbyJoined");
if (LobbyError.SUCCEEDED(result))
{
// Lobby was successfully created
Debug.Log(lobby.ConnectionString);
PlayFabMultiplayer.Uninitialize();
}
else
{
// Error creating a lobby
Debug.Log("Error creating a lobby");
}
}
private void PlayFabMultiplayer_OnLobbyDisconnected(Lobby lobby)
{
// Disconnected from lobby
Debug.Log("Disconnected from lobby!");
}
}