Full room disconnects everyone
When I have more than 8 players join a small room, they all disconnect.
"How do I get a list of all rooms and how many players are in them?
This is something we're working on, but for the time being, it's something you'll need to manage yourself."
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This script attempts to connect to a room and listens for connection events. If the connection fails because the room is full, it will be caught in the string lobbyName = "new lobby";
int maxPlayers = 4;
CreateLobbyOptions options = new CreateLobbyOptions();
options.Data = new Dictionary<string, DataObject>()
{
{
"Room", new DataObject(
visibility: DataObject.VisibilityOptions.Public, // Visible publicly.
value: "Normcore Room Name")
},
};
Lobby lobby = await LobbyService.Instance.CreateLobbyAsync(lobbyName, maxPlayers, options);_realtime.Connect("My Room", new Room.ConnectOptions {
roomServerOptions = new Room.RoomServerOptions {
configuration = "medium"
}
});