Match cannot be found between standalone game clients
J
Jed Smith
started a topic
about 5 years ago
So when I run my game, matchmaking works fine between the unity editor and a standalone build.
However, my issue is that when using two standalone clients(both on one machine and when using two computers) the match never seems to be found. I've tried with manual matchmaking, regular matchmaking, and log event matchmaking.
I'm loving GameSparks so far, this has been my first real issue.
Best Answer
C
Christopher Bonnell
said
about 5 years ago
Look at what is going on behind the scenes and determine the problem device. You can see which devices/players are queued by going to pendingMatches in the system collections.
Side note: both on one machine, if using Device Authentication, makes sense that it wouldn't work: they'd log in as the same player.
Look at what is going on behind the scenes and determine the problem device. You can see which devices/players are queued by going to pendingMatches in the system collections.
Side note: both on one machine, if using Device Authentication, makes sense that it wouldn't work: they'd log in as the same player.
J
Jed Smith
said
about 5 years ago
Thanks for the quick response! I forgot to mention that they are unique users with a separate user name and password.
I'll look into what you mentioned with the pending matches.
J
Jed Smith
said
about 5 years ago
Ok so now I am seeing what the issue is. No matter which account I log in as it's always showing the same player ID in the pending matches even though I'm not using device authentication. I think I've got it from here. Thanks again!
C
Christopher Bonnell
said
about 5 years ago
Just to point out as there was a similar post not too long ago, make sure that you set the Listener for MatchFoundMessage and MatchNotFoundMessage, Unity Editor will display the raw message, your device will not unless you are reading logs (ie Android's adb logcat).
J
Jed Smith
said
about 5 years ago
I had done those things. I just deleted all the players in the DB and setup an in-game registration and now everything works fine.
Jed Smith
So when I run my game, matchmaking works fine between the unity editor and a standalone build.
However, my issue is that when using two standalone clients(both on one machine and when using two computers) the match never seems to be found. I've tried with manual matchmaking, regular matchmaking, and log event matchmaking.
I'm loving GameSparks so far, this has been my first real issue.
Look at what is going on behind the scenes and determine the problem device. You can see which devices/players are queued by going to pendingMatches in the system collections.
Side note: both on one machine, if using Device Authentication, makes sense that it wouldn't work: they'd log in as the same player.
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Sorted by PopularChristopher Bonnell
Look at what is going on behind the scenes and determine the problem device. You can see which devices/players are queued by going to pendingMatches in the system collections.
Side note: both on one machine, if using Device Authentication, makes sense that it wouldn't work: they'd log in as the same player.
Jed Smith
Thanks for the quick response! I forgot to mention that they are unique users with a separate user name and password.
I'll look into what you mentioned with the pending matches.
Jed Smith
Ok so now I am seeing what the issue is. No matter which account I log in as it's always showing the same player ID in the pending matches even though I'm not using device authentication. I think I've got it from here. Thanks again!
Christopher Bonnell
Just to point out as there was a similar post not too long ago, make sure that you set the Listener for MatchFoundMessage and MatchNotFoundMessage, Unity Editor will display the raw message, your device will not unless you are reading logs (ie Android's adb logcat).
Jed Smith
I had done those things. I just deleted all the players in the DB and setup an in-game registration and now everything works fine.
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