So I am trying to set up a self-hosted server for a project I am doing. Currently I have the settings in the Unity inspector as set to self-hosted, the server IP is set to my local IP and the port is set to 5055, the Appid is entered,and the RunInBackGround checkbox is checked as well as the AutoJoinLobby client setting checkbox. In the Photon Control I have the Game Server IP set to Autodetect public. On my network I have a static public IP facing toward the WAN and in my LAN I have set up a static local IP so the IP never changes for my computer on my local network or on the outside internet. I have set up the router to forward traffic from port 5055 to port 5057 all to my local IP address. (since the IP is static from the ISP the IP really lives on the router and you don't forward to a public IP but to a local one) The firewall is configured to let traffic through for those ports as well. I am using the Unity SDK version of Photon Server which has two folders that are named MasterServer and GameServer, in both of these folders I opened the Photon.LoadBalancing.dll.config files and modified the value for the MasterIPAddress so that is reads to my static public IP. In the MasterServer file this was line 147 and in the GameServer file it was line 141. Now I have a script that is attached to a gameobject in my project that persists from the start to the main scene. I am currently using the ConnectWithSettings, and the JoinOrCreateRoom. My problem is that when I load into the main scene I can tell that OnJoinRoom is not being called because i have several prefabs that are supposed to instantiate when you load into the room. Below is my code and the console from when you load into the main scene. Any help with this would be very much appreciated.
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