I am trying google realtime multiplayer for the very 1st time in my unity game. QuickMatch
is working just fine, I mean I am able to get the connected participant's ID and store it to a string using:
string MyId = PlayGamesPlatform.Instance.RealTime.GetSelf ().ParticipantId;
//string frndId = PlayGamesPlatform.Instance.RealTime.GetParticipant ();
//Get all opponent's ID
List<Participant> playerIDs = PlayGamesPlatform.Instance.RealTime.GetConnectedParticipants ();
if (MyId == playerIDs [0].ParticipantId) {
oppoUsarname = playerIDs [1].DisplayName.ToString ();
multiplayersName [1].text = "nothosting" + oppoUsarname;
gameHost = true;
OppoID = playerIDs [1].ParticipantId;
OppoDN = playerIDs [1].DisplayName.ToString ();
} else {
oppoUsarname = playerIDs [0].DisplayName.ToString ();
multiplayersName [1].text = "gamehoster" + oppoUsarname;
gameHost = false;
OppoID = playerIDs [0].ParticipantId;
OppoDN = playerIDs [0].DisplayName.ToString ();
}
just after an opponent connect to the room I can show his displayname
. But for CreateWithInvitationScreen
I want to get the invited (whom I have invited using invitation screen) participant's ID even when they have not accepted the invitation or connected to the room... can anyone tell me how to do it?