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Photon room name issue

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Hi guys i have a little problem with this code, i can create a room but when i try to catch the name of the room in the function Crea_o_Entra_in_partita looks like there is no room open even if a room exist, Any idea where the problem is? Here is the code: `< using UnityEngine; using System.Collections; using System.Collections.Generic; public class Play_manager : MonoBehaviour { public bool solo; public bool group; public string Room_Name = ""; public bool five_vs_five; public bool three_vs_three_vs_three; public bool four_vs_four; public bool five_vs_five_d; public bool three_vs_three; public string five = "5vs5"; public string three = "3vs3vs3"; public string four = "4vs4"; public string fived = "5vs5d"; public string six = "3vs3"; public GameObject invite5vs5; public GameObject invite3vs3vs3; public GameObject invite4vs4; public GameObject invite5vs5d; public GameObject invite3vs3; public string roomNameprov; // Use this for initialization void Start() { } // Update is called once per frame void Update() { if(!PhotonNetwork.connected) { PhotonNetwork.ConnectUsingSettings("1"); PhotonNetwork.playerName = Random.Range(0, 100).ToString(); } } public void Crea_o_Entra_in_PArtita() { //////////SE IN SOLO////////////// if (solo && five_vs_five) { foreach(RoomInfo room in PhotonNetwork.GetRoomList()) { if (room.name.Contains(five) && PhotonNetwork.room.playerCount < PhotonNetwork.room.maxPlayers) { roomNameprov = room.name; if (roomNameprov != "") { PhotonNetwork.JoinRoom(roomNameprov); return; } } } } if (solo && three_vs_three_vs_three) { foreach (RoomInfo room in PhotonNetwork.GetRoomList()) { if (room.name.Contains(three) && PhotonNetwork.room.playerCount < PhotonNetwork.room.maxPlayers) { if (roomNameprov != "") { PhotonNetwork.JoinRoom(roomNameprov); return; } } } } if (solo && four_vs_four) { foreach (RoomInfo room in PhotonNetwork.GetRoomList()) { if (room.name.Contains(four) && PhotonNetwork.room.playerCount < PhotonNetwork.room.maxPlayers) { if (roomNameprov != "") { PhotonNetwork.JoinRoom(roomNameprov); return; } } } } if (solo && five_vs_five_d) { foreach (RoomInfo room in PhotonNetwork.GetRoomList()) { if (room.name.Contains(fived) && PhotonNetwork.room.playerCount < PhotonNetwork.room.maxPlayers) { if (roomNameprov != "") { PhotonNetwork.JoinRoom(roomNameprov); return; } } } } if (solo && three_vs_three) { foreach (RoomInfo room in PhotonNetwork.GetRoomList()) { if (room.name.Contains(six) && PhotonNetwork.room.playerCount < PhotonNetwork.room.maxPlayers) { if (roomNameprov != "") { PhotonNetwork.JoinRoom(roomNameprov); return; } } } } ////////////SE IN GRUPPO//////////// if (group && five_vs_five) { string room_name1 = five + PhotonNetwork.playerName + Random.Range(0, 10000); RoomOptions roomOptions1 = new RoomOptions() { isOpen = true, maxPlayers = 2 }; //////// PhotonNetwork.CreateRoom(room_name1, roomOptions1, TypedLobby.Default); Debug.Log("ho creato e sono dentro una stanza"); invite5vs5.SetActive(true); } if (group && three_vs_three_vs_three) { string room_name2 = three + PhotonNetwork.playerName + Random.Range(0, 10000); RoomOptions roomOptions2 = new RoomOptions() { isOpen = true, maxPlayers = 2 }; PhotonNetwork.CreateRoom(room_name2, roomOptions2, TypedLobby.Default); Debug.Log("ho creato e sono dentro una stanza"); invite3vs3vs3.SetActive(true); } if (group && four_vs_four) { string room_name3 = four + PhotonNetwork.playerName + Random.Range(0, 10000); RoomOptions roomOptions3 = new RoomOptions() { isOpen = true, maxPlayers = 2 }; PhotonNetwork.CreateRoom(room_name3, roomOptions3, TypedLobby.Default); Debug.Log("ho creato e sono dentro una stanza"); invite4vs4.SetActive(true); } if (group && five_vs_five_d) { string room_name4 = fived + PhotonNetwork.playerName + Random.Range(0, 10000); RoomOptions roomOptions4 = new RoomOptions() { isOpen = true, maxPlayers = 2 }; PhotonNetwork.CreateRoom(room_name4, roomOptions4, TypedLobby.Default); Debug.Log("ho creato e sono dentro una stanza"); invite5vs5d.SetActive(true); } if (group && three_vs_three) { string room_name5 = six + PhotonNetwork.playerName + Random.Range(0, 10000); RoomOptions roomOptions5 = new RoomOptions() { isOpen = true, maxPlayers = 2 }; PhotonNetwork.CreateRoom(room_name5, roomOptions5, TypedLobby.Default); Debug.Log("ho creato e sono dentro una stanza"); invite3vs3.SetActive(true); } } }> Any idea where is the problem? Thanks to all

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