In the documentation we can read that UNet provide an “Option to prevent players from joining a game in progress” (here http://docs.unity3d.com/Manual/class-NetworkLobbyManager.html).
Can someone tell how to do it? I tried to find something in the documentation and also manipulate some of NetworkLobbyManager and NetworkServer properties, but I wasn’t able to receive expected results. I checked “Network Game Lobby” project sample from asset store and I observed that this problem exists there too.
Steps to reproduce:
- Build “Network Game Lobby” project sample,
- Open two instances of the game,
- Create room on the first instance,
- Join to the room on the second instance,
- Press “Ready” button on the both instances,
- Left from the game on the second instance,
- Wait a few seconds or open third instance of game,
- Check list of available rooms.
You will be able to see our room in this list, although the game is still in progress.
Cheers,
Dominik