I know what's causing this error, I am in fact causing it deliberately to stress test my lobby code. I have a game where I want the rooms to be visible to the player in a scroll list and then tap a room to join it.
So I figured it might be a problem if the player tries to join a room that just decided to start (or is full, and so on), so I decided to test it.
I get that error message; it pauses the editor, it does not appear to crash a deployed EXE, although I did not test the APK for Android.
However I would like to be able to "Okay, it clearly cannot connect, try/do something else." However that doesn't seem to be easily determinable. The function in question PhotonNetwork.JoinRoom() seems to always return true even though that error happens once it leaves the scope of the current function. So try-catch doesn't work either that I know of, it never joins the room, so I can't try to handle it there.
The alternative I guess, would be to check to see if the room is full etc, but I can't seem to see how to pull one particular room info easily but I am looking into it.
Suggestions?
So I figured it might be a problem if the player tries to join a room that just decided to start (or is full, and so on), so I decided to test it.
I get that error message; it pauses the editor, it does not appear to crash a deployed EXE, although I did not test the APK for Android.
However I would like to be able to "Okay, it clearly cannot connect, try/do something else." However that doesn't seem to be easily determinable. The function in question PhotonNetwork.JoinRoom() seems to always return true even though that error happens once it leaves the scope of the current function. So try-catch doesn't work either that I know of, it never joins the room, so I can't try to handle it there.
The alternative I guess, would be to check to see if the room is full etc, but I can't seem to see how to pull one particular room info easily but I am looking into it.
Suggestions?