Hello, I have integrated Nakama with Unity and I’m creating a match between 2 players. Both players can join the match without any issues. However, when I try to fetch data from the room created for the match using Unity, I always fail.
For example, I want to know who the first player to join the match is and display this information in Unity, but I’m unable to do so. I have integrated Nakama in Go on a server, and all the data is reflected in the Docker panel.
In the part shown in the picture, if I set Authoritative = true, can I fetch this data on the client side? If so, how do I set Authoritative to true?
I just made a post with a similar situation but with the Lua runtime. I can’t confirm this yet but I suspect the documentation is wrong. I assume you tried to use something like MatchList or a similar function client side like I did. I think the authoritative boolean’s default value is actually set to true. So if you don’t set it explicitly to false, you will get unexpected behaviour. Since your match was created as a non-authoritative, a function like MatchList() relying on the default parameters would not pull it up.
To make a match authoritative in code, from my understanding, you need to call the MatchCreate function in the runtime (server side instead of client side). An RPC function that the client can call will do. You also need to define your match handler functions as described here.