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sfs.AddEventListener(SFSEvent.ROOM_JOIN, OnJoinRoom);
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void OnJoinRoom(BaseEvent e)
{
Debug.Log("Entered:" + e.Params["room"]);
}I hope you guys can help me out, thanks
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sfs.AddEventListener(SFSEvent.ROOM_JOIN, OnJoinRoom);
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void OnJoinRoom(BaseEvent e)
{
Debug.Log("Entered:" + e.Params["room"]);
}I am indeed using a JoinRoomRequest, serverside doesn't give me an error.Lapo wrote:Hi,
the event will trigger when the client joins a Room, are you sending a JoinRoomRequest?
Also I would highly recommend to check for server side errors, maybe there's something else going on.
Thanks
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sfs.ThreadSafeMode = true;Code: Select all
sfs.ThreadSafeMode = false;It's very strange indeed, i've somehow gotten it to work withLapo wrote: Post by Lapo » 16 Jan 2017, 10:02
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ThreadSafeMode = trueCode: Select all
void JoinPool() {
sfs.Send (new JoinRoomRequest (Pool));
SceneManager.LoadSceneAsync ("Pool");
}