We are creating a Unity sample using PlayFab Party to manage match lobbies.
When we want to leave a network (to leave a lobby), the SDK throws an error on the console (PARTY_STATE_CHANGE_RESULT_LEAVE_NETWORK_CALLED) and it never triggers the OnNetworkLeft listener.
This error can be reproduced in the Example that comes included with the PlayFabParty Unity SDK.
Hint
On the line 1843 of the PlayFabMultiplayerManager there's a validation that seems to be always failling (returning false) leaving the _isLeaveNetworkInProgress stuck as false.
We are creating a Unity sample using PlayFab Party to manage match lobbies.
When we want to leave a network (to leave a lobby), the SDK throws an error on the console (
PARTY_STATE_CHANGE_RESULT_LEAVE_NETWORK_CALLED
) and it never triggers theOnNetworkLeft
listener.This error can be reproduced in the Example that comes included with the PlayFabParty Unity SDK.
Stacktrace
To reproduce
PlayFabMultiplayerManager.Get().LeaveNetwork()
).Hint On the line 1843 of the
PlayFabMultiplayerManager
there's a validation that seems to be always failling (returningfalse
) leaving the_isLeaveNetworkInProgress
stuck asfalse
.