Trouble with Socket.AddMatchmakerAsync in Nakama Unity.
Its-Anonymous opened this issue · comments
Socket.AddMatchmakerAsync(“*” , 2, 4);
When using the Socket.AddMatchmakerAsync function with a minCount of 2 and a maxCount of 4, I’ve noticed that it behaves unexpectedly. Specifically, when three players request matchmaking, it only creates a match for two players. However, it works as expected when four players request matchmaking.
I’m curious to understand why this function seems to prioritize the minCount and maxCount exclusively, rather than accommodating an intermediate number of players between the specified range. If anyone has insights or suggestions on how to address this behavior, I would greatly appreciate the assistance. Thank you!