мультиплеер

Скрипт для Лобби

using Photon.Pun;
using Photon.Realtime;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.UI;

public class manager : MonoBehaviourPunCallbacks
{

    public Text LogText;

    void Start()
    {
        PhotonNetwork.AutomaticallySyncScene = true;
        PhotonNetwork.NickName = "Player" + Random.Range(1000, 9999);
        Log("Player's name is set to" + PhotonNetwork.NickName);

        PhotonNetwork.GameVersion = "1";
        PhotonNetwork.ConnectUsingSettings();
    }

   
   private void Log(string message)
    {
        Debug.Log(message);
        LogText.text += "\n";
        LogText.text += message;
    }

    public override void OnConnectedToMaster()
    {
        Log("connected to Master");

    }

    public void JoinRoom()
    {

        PhotonNetwork.JoinRandomRoom();
    }

    public void CreateRoom()
    {
        PhotonNetwork.CreateRoom(null, new Photon.Realtime.RoomOptions { MaxPlayers = 2 });
    }

    public override void OnJoinedRoom()
    {
        Log("joined the room");
        PhotonNetwork.LoadLevel("Game");

    }

 
}

Скрипт для игрока в комнате

using Photon.Pun;
using Photon.Realtime;
using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;

public class GameMan : MonoBehaviourPunCallbacks
{
    // Start is called before the first frame update
    public GameObject PlayerPrefab;
    
    private void Start()
    {
        Vector3 pos = new Vector3(1, 1);
        PhotonNetwork.Instantiate(PlayerPrefab.name, pos, Quaternion.identity);
    }

    // Update is called once per frame
    private void Update()
    {
        
    }

    public void Leave() // метод, который висит на кнопке Exit
    {
        PhotonNetwork.LeaveRoom();
    }


    public override void OnLeftRoom() //когда текущий игрок покинит комнату
    {
        SceneManager.LoadScene(0);
    }

    public override void OnPlayerEnteredRoom(Player newPlayer) //когда кто-то зашел в комнату
    {
        Debug.LogFormat("Playr {0} entered room", newPlayer.NickName);
    }

    public override void OnPlayerLeftRoom(Player otherPlayer) //когда кто-то покинул комнату
    {
        Debug.LogFormat("Playr {0} left room", otherPlayer.NickName);
    }

   


}