<?xml version="1.0" encoding="UTF-8"?><rss xmlns:dc="http://purl.org/dc/elements/1.1/" xmlns:content="http://purl.org/rss/1.0/modules/content/" xmlns:atom="http://www.w3.org/2005/Atom" version="2.0"><channel><title><![CDATA[Can&#x27;t rejoin room in Unity3D]]></title><description><![CDATA[<p>Hi, I am struggling to rejoin my client with server. I am using room.rejoin(roomName, sessionID) on my connection close event. But it is not sending request back to server. While we have also used allowReconnection on server side</p>
]]></description><link>http://discuss.colyseus.io/topic/216/can-t-rejoin-room-in-unity3d</link><generator>RSS for Node</generator><lastBuildDate>Mon, 13 Apr 2026 15:27:33 GMT</lastBuildDate><atom:link href="http://discuss.colyseus.io/topic/216.rss" rel="self" type="application/rss+xml"/><pubDate>Thu, 28 Feb 2019 07:19:22 GMT</pubDate><ttl>60</ttl><item><title><![CDATA[Reply to Can&#x27;t rejoin room in Unity3D on Fri, 01 Mar 2019 08:03:21 GMT]]></title><description><![CDATA[<p>Hi, I am struggling to rejoin my client with server. I am using room.rejoin(roomName, sessionID) on my connection close event. But it is not sending request back to server. While we have also used allowReconnection on server side</p>
]]></description><link>http://discuss.colyseus.io/post/717</link><guid isPermaLink="true">http://discuss.colyseus.io/post/717</guid><dc:creator><![CDATA[usamasermad]]></dc:creator><pubDate>Fri, 01 Mar 2019 08:03:21 GMT</pubDate></item><item><title><![CDATA[Reply to Can&#x27;t rejoin room in Unity3D on Sat, 02 Mar 2019 13:45:24 GMT]]></title><description><![CDATA[<p>Hi <a class="plugin-mentions-user plugin-mentions-a" href="http://discuss.colyseus.io/uid/295">@usamasermad</a>, which version of Colyseus are you using? From version <code>0.9.27</code> to <code>0.9.29</code> the reconnection feature was broken. I highly recommend getting the latest one.</p>
<p>How does your <code>allowReconnection</code> looks like? It would be helpful if you provide some code for us to have a look at.</p>
<p>Cheers</p>
]]></description><link>http://discuss.colyseus.io/post/718</link><guid isPermaLink="true">http://discuss.colyseus.io/post/718</guid><dc:creator><![CDATA[endel]]></dc:creator><pubDate>Sat, 02 Mar 2019 13:45:24 GMT</pubDate></item><item><title><![CDATA[Reply to Can&#x27;t rejoin room in Unity3D on Mon, 04 Mar 2019 07:54:28 GMT]]></title><description><![CDATA[<p><a class="plugin-mentions-user plugin-mentions-a" href="http://discuss.colyseus.io/uid/1">@endel</a> we are using 0.9.32 on server side.</p>
<ul>
<li>
<p>Here is the snippet of the server side code<br />
<img src="/assets/uploads/files/1551685854206-serverside.png" alt="1_1551685927956_serverside.png" class="img-responsive img-markdown" /></p>
</li>
<li>
<p>Here is the snippet of the unity 3d<br />
<img src="/assets/uploads/files/1551685852098-client-resized.png" alt="0_1551685927955_client.PNG" class="img-responsive img-markdown" /></p>
</li>
</ul>
<p>Thanks.</p>
]]></description><link>http://discuss.colyseus.io/post/719</link><guid isPermaLink="true">http://discuss.colyseus.io/post/719</guid><dc:creator><![CDATA[usamasermad]]></dc:creator><pubDate>Mon, 04 Mar 2019 07:54:28 GMT</pubDate></item><item><title><![CDATA[Reply to Can&#x27;t rejoin room in Unity3D on Invalid Date]]></title><description><![CDATA[<p>Hey <a class="plugin-mentions-user plugin-mentions-a" href="http://discuss.colyseus.io/uid/295">@usamasermad</a>, I believe you should call <code>StartCoroutine(room.Conect())</code> after calling <code>ReJoin</code>, like here: <a href="https://github.com/colyseus/colyseus-unity3d/blob/c2e7d9cada37bd14c417c67e0eebe44ed37b181f/Assets/ColyseusClient.cs#L38-L41" rel="nofollow">https://github.com/colyseus/colyseus-unity3d/blob/c2e7d9cada37bd14c417c67e0eebe44ed37b181f/Assets/ColyseusClient.cs#L38-L41</a></p>
<p>Let me know if that works for you, cheers!</p>
]]></description><link>http://discuss.colyseus.io/post/722</link><guid isPermaLink="true">http://discuss.colyseus.io/post/722</guid><dc:creator><![CDATA[endel]]></dc:creator><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[Reply to Can&#x27;t rejoin room in Unity3D on Invalid Date]]></title><description><![CDATA[<p>So you mean that in my <code>Rejoin</code> coroutine i just need to add</p>
<pre><code>room.OnReadyToConnect += (sender, e) =&gt; 
{
    Debug.Log(&quot;Ready to connect to room!&quot;);
     StartCoroutine (room.Connect ());
};
</code></pre>
<p>or only <code>StartCoroutine (room.Connect ());</code> and everything else till <code>Rejoin</code> remains the same</p>
]]></description><link>http://discuss.colyseus.io/post/723</link><guid isPermaLink="true">http://discuss.colyseus.io/post/723</guid><dc:creator><![CDATA[usamasermad]]></dc:creator><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[Reply to Can&#x27;t rejoin room in Unity3D on Invalid Date]]></title><description><![CDATA[<p><a class="plugin-mentions-user plugin-mentions-a" href="http://discuss.colyseus.io/uid/295">@usamasermad</a> yes, like this:</p>
<pre><code>room = client.ReJoin(roomName, sessionId);
room.OnReadyToConnect += (sender, e) =&gt; 
{
    Debug.Log(&quot;Ready to connect to room!&quot;);
     StartCoroutine (room.Connect ());
};
</code></pre>
]]></description><link>http://discuss.colyseus.io/post/724</link><guid isPermaLink="true">http://discuss.colyseus.io/post/724</guid><dc:creator><![CDATA[endel]]></dc:creator><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[Reply to Can&#x27;t rejoin room in Unity3D on Invalid Date]]></title><description><![CDATA[<p>As you suggested I changed my code to this but didn't reconnected<br />
<img src="/assets/uploads/files/1551707590765-new-rejoin-resized.png" alt="0_1551707666373_new rejoin.PNG" class="img-responsive img-markdown" /></p>
<p>and these are my logs for your convenience<br />
<img src="/assets/uploads/files/1551707623139-rejoin-logs.png" alt="0_1551707699468_rejoin logs.PNG" class="img-responsive img-markdown" /></p>
]]></description><link>http://discuss.colyseus.io/post/725</link><guid isPermaLink="true">http://discuss.colyseus.io/post/725</guid><dc:creator><![CDATA[usamasermad]]></dc:creator><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[Reply to Can&#x27;t rejoin room in Unity3D on Invalid Date]]></title><description><![CDATA[<p><a class="plugin-mentions-user plugin-mentions-a" href="http://discuss.colyseus.io/uid/295">@usamasermad</a> I see, do you possibly have <code>onAuth()</code> validation the server-side? If you do, I'd ask you to try a bit differently:</p>
<pre><code>Dictionary&lt;string, object&gt; options = new Dictionary&lt;string, object&gt; ();
options.Add (&quot;sessionId&quot;, sessionId);
options.Add(/* your authentication options */)

room = client.Join(roomName, options);
room.OnReadyToConnect += (sender, e) =&gt; 
{
    Debug.Log(&quot;Ready to connect to room!&quot;);
     StartCoroutine (room.Connect ());
};
</code></pre>
]]></description><link>http://discuss.colyseus.io/post/726</link><guid isPermaLink="true">http://discuss.colyseus.io/post/726</guid><dc:creator><![CDATA[endel]]></dc:creator><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[Reply to Can&#x27;t rejoin room in Unity3D on Mon, 04 Mar 2019 14:05:46 GMT]]></title><description><![CDATA[<p>Currently we don't have any kind of validation required for this room. It is just only named as <code>onAuth()</code> because we send email and password to the server in this room but that is only after clicking on register button which means we dont have to send anything automatically to the server</p>
]]></description><link>http://discuss.colyseus.io/post/727</link><guid isPermaLink="true">http://discuss.colyseus.io/post/727</guid><dc:creator><![CDATA[usamasermad]]></dc:creator><pubDate>Mon, 04 Mar 2019 14:05:46 GMT</pubDate></item><item><title><![CDATA[Reply to Can&#x27;t rejoin room in Unity3D on Invalid Date]]></title><description><![CDATA[<p><a class="plugin-mentions-user plugin-mentions-a" href="http://discuss.colyseus.io/uid/295">@usamasermad</a> I've just tested this and apparently it works fine. Can you check the demo project on the official <a href="https://github.com/colyseus/colyseus-unity3d" rel="nofollow">colyseus-unity3d</a> repository?</p>
<p>I've organized a bit better the demo project and added a &quot;Re-Join Room&quot; button to demonstrate. The only thing I've changed in the Colyseus Client itself was the ability to call <code>room.Leave(false)</code> to force an &quot;unconsented&quot; leave in the server-side. (<a href="https://github.com/colyseus/colyseus-unity3d/releases/tag/0.9.9" rel="nofollow">see release notes</a>)</p>
<p>Hope this helps, let me know if you still can't perform a reconnect.</p>
]]></description><link>http://discuss.colyseus.io/post/729</link><guid isPermaLink="true">http://discuss.colyseus.io/post/729</guid><dc:creator><![CDATA[endel]]></dc:creator><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[Reply to Can&#x27;t rejoin room in Unity3D on Tue, 05 Mar 2019 06:22:33 GMT]]></title><description><![CDATA[<p><a class="plugin-mentions-user plugin-mentions-a" href="http://discuss.colyseus.io/uid/1">@endel</a> Thanks a lot for your quick solution. <code>Rejoin</code> works like a charm for me now. New updated demo project is also very good organized and easy to understand and has cleared a lot of confusions.</p>
]]></description><link>http://discuss.colyseus.io/post/730</link><guid isPermaLink="true">http://discuss.colyseus.io/post/730</guid><dc:creator><![CDATA[usamasermad]]></dc:creator><pubDate>Tue, 05 Mar 2019 06:22:33 GMT</pubDate></item><item><title><![CDATA[Reply to Can&#x27;t rejoin room in Unity3D on Invalid Date]]></title><description><![CDATA[<p><a class="plugin-mentions-user plugin-mentions-a" href="http://discuss.colyseus.io/uid/1">@endel</a>  Hey sorry to interrupt but I have noticed that unity client cant reconnect if our connection is closed i.e <code>client.OnClose</code>. However <code>Rejoin</code> works fine if client is not closed</p>
<ul>
<li>Like in this<br />
<img src="/assets/uploads/files/1551786050297-clientclose.png" alt="0_1551786126471_clientclose.PNG" class="img-responsive img-markdown" /></li>
</ul>
<p>Should i create new client and then try to <code>Rejoin</code> it with server or it is not yet implemented on serverside?</p>
]]></description><link>http://discuss.colyseus.io/post/731</link><guid isPermaLink="true">http://discuss.colyseus.io/post/731</guid><dc:creator><![CDATA[usamasermad]]></dc:creator><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[Reply to Can&#x27;t rejoin room in Unity3D on Invalid Date]]></title><description><![CDATA[<p>For your knowledge I am testing it by increasing my packet drop rate to 90%. It works fine if i leave the room with <code>consented = false</code>. But doesn't reconnect if client connection is closed</p>
]]></description><link>http://discuss.colyseus.io/post/732</link><guid isPermaLink="true">http://discuss.colyseus.io/post/732</guid><dc:creator><![CDATA[usamasermad]]></dc:creator><pubDate>Invalid Date</pubDate></item><item><title><![CDATA[Reply to Can&#x27;t rejoin room in Unity3D on Invalid Date]]></title><description><![CDATA[<p><a class="plugin-mentions-user plugin-mentions-a" href="http://discuss.colyseus.io/uid/295">@usamasermad</a> yes, you should ensure the <code>Client</code> connection is open before performing a <code>ReJoin</code>. If you're going to instantiate a new <code>Client</code>, make sure it has the same <code>client.id</code> as the one who initiated the first connection to the room (<a href="https://github.com/colyseus/colyseus-unity3d/blob/master/Assets/Plugins/Colyseus/Client.cs#L66" rel="nofollow">https://github.com/colyseus/colyseus-unity3d/blob/master/Assets/Plugins/Colyseus/Client.cs#L66</a>)</p>
]]></description><link>http://discuss.colyseus.io/post/733</link><guid isPermaLink="true">http://discuss.colyseus.io/post/733</guid><dc:creator><![CDATA[endel]]></dc:creator><pubDate>Invalid Date</pubDate></item></channel></rss>