Players can create and join matches just fine the first time they try after starting the game.
I access the NetworkMatch as follows (blanked out the AppID):
Then I can use that NetworkMatch to Create, List and Join matches.
If I call Destroy (say I host a match but then want to join one instead) then I no longer have a reference to the...
How to use NetworkMatch properly?
I access the NetworkMatch as follows (blanked out the AppID):
Code (CSharp):
- networkMatch = GetComponent<NetworkMatch>();
- AppID appid = (AppID)******;
- networkMatch.SetProgramAppID(appid);
If I call Destroy (say I host a match but then want to join one instead) then I no longer have a reference to the...
How to use NetworkMatch properly?