if(joinAllocation==null||this==null)// The returned JoinAllocation is null if allocation failed. This would be destroyed already if you quit the lobby while Relay is connecting.
/// Determine the server endpoint for connecting to the Relay server, for either an Allocation or a JoinAllocation.
/// If DTLS encryption is available, and there's a secure server endpoint available, use that as a secure connection. Otherwise, just connect to the Relay IP unsecured.
The Lobby service allows developers to create lobbies and share data between players before a real-time network connection is established. It simplifies the first step in connecting users to other services such as Relay and provides tools to allow players to find other lobbies.
The Lobby documentation contains code samples and additional information about the service. It includes comprehensive details for using Lobby along with additional code samples, and it might help you better understand the Game Lobby Sample: [http://documentation.cloud.unity3d.com/en/articles/5371715-unity-lobby-service](http://documentation.cloud.unity3d.com/en/articles/5371715-unity-lobby-service)
The Lobby documentation contains code samples and additional information about the service. It includes comprehensive details for using Lobby along with additional code samples, and it might help you better understand the Game Lobby Sample:
The Relay documentation contains code samples and additional information about the service. It includes comprehensive details for using Relay along with additional code samples, and it might help you better understand the Game Lobby Sample:
In this sample, once players are connected to a lobby, they are connected through Relay to set up real-time data transfer over UTP. Lobby and Relay both depend on Auth for credentials. This sample uses Auth’s anonymous login feature to create semi-permanent credentials that are unique to each player but do not require developers to maintain a persistent account for them. \