Another photon "is it a bug?" is this:
In the Photon Demo, there is an FSM that looks at how many players there are, and if theres more than one it displays the chat guis.
GREAT!
Now Im looking for a way to limit my games to 4 players /the 5th would start a NEW room) And here on the first State I notice this.
Photon Network Get Room Properties
Theres a max players setting, (Not really helpful because game just fails if you reach this number, OR you could use it to somehow send a message back to the lobby, and then what... tell the lobby not to let someone into this room, how...?
Forget it.. I notice the next thing...
Visable
Check the Blue Book, and AMAZING! This setting, makes this room INVISIBLE IN THE LOBBY! HOORAY!
So Heres what Im thinking. I crate a bool for this (Shown in lobby) set to True,Then the 4th player arrives, I set this to False.
So then long comes a new player wanting to join a game, but Lobby shows there ISNT ONE.. so he creates a new server! (This is already in play)
Except... of course... it doesnt work!
Heres the set-up Im doing here, right before the regular "is there players in the room" states... nothing changed here...
Heres the picture! Spot anything wrong... Do I get understand the functionality of
Photon Network Get Room Properties correctly?
(EDIT: thinking some more, Im suspecting that this action just REFLECTS the current state of the game, so a variable added to the Visable property will just show what the room is, and setting it, will not change that property, to False for example. SO what Im looking for is an action that actually SETS this visible property in the Lobby. So that its not included in the Random Matchmaking, because the room is full)