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Question by Wesley21spelde · Jan 17 at 10:36 AM · photonroomsnetwork.connect

How to make 2 separated rooms PUN

hi guys just a question. i am making a multiplayer i did most of the network manager by watching a tutorial and it works fine on ( PhotonNetwork.ConnectUsingSettings("The_Station"); ) and when a other game is booted it will join the created room. no problem this was for my multiplayer button but a wanted to make an other button like Co-Op so lets say 2 players can do a mission together. so what is the best way to separated these 2 so when someone wants multiplayer it joins that room like in the fist place and when someone clicks Co-Op it joins or creates a room thats only acceseble for Co-Op players i did put in a bool that says isCo_Op == true or false that gets true or false depending on the selected button i wanted to use the same level i did put in my network manager to sctivate a mission when co-op is true and when co-op is false do multiplayer on the map

 public void UIMulti_Player()
     {
         connecting = true;
         Connect();
     }
     public void UICo_Op() 
     {
         isCo_Op = true;
         connecting = true;
         Connect();
     }
 \\........................................................................................//
    void Connect()
         {
             if (isPickedLevelTheStation == true)
             {
                 PhotonNetwork.ConnectUsingSettings("The_Station");
             }
             if (isPickedLevel_Drilling_platform == true)
             {
                 PhotonNetwork.ConnectUsingSettings("Drilling_platform");
             }
         }

\...............................................................................//

    public void OnJoinedLobby()
         {
             Debug.Log("OnJoinedLobby");
     
             if (isCo_Op == false)
             {
                 PhotonNetwork.JoinRandomRoom();
             }
             if(isCo_Op == true)
             {
                ?????
             }
         }
     
 
 void OnPhotonRandomJoinFailed()
     {
         Debug.Log("OnPhotonRandomJoinFailed");
         PhotonNetwork.CreateRoom(null);
     }

\.............................................................................//

 void OnJoinedRoom()
 {
     //FindObjectOfType<PhotonSceneSpawn>().BroadcastMessage("JoindLobbyRoom");
     Debug.Log("OnJoinedRoom");
     connecting = false;
     //SpawnMyPlayer();
     PhotonView photonView = this.GetComponent<PhotonView>();
     //GameObject General = PhotonNetwork.Instantiate("Enemy`s", gameObject.transform.position, Quaternion.identity, 0);
 }







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