HELP
Development FAQ

MATCHMAKE_UNHANDLED error has occurred

5min
if matchmake unhandled error occurs during qr test, try the method below to solve it please check the multiplay server script (index ts) this error code may occur when the client does not smoothly receive multiplay room state data from the server after connecting to multiplay server refer to the tutorial below and check the code in the oncreate/onjoin part of the server script (index ts) 📘 please refer to the following guide multiplay tutorial docid t5niungy1dinmcp5fka3 please update the zepeto world sdk version to the latest version refer to the guide below to check if the zepeto world sdk version is up to date, and then update to the latest version 📘 please refer to the following guide updating package docid\ jmctvtq9crt4 s9c9rbgj please check the zepeto world multiplay component this error might occur if zepeto world multiplay components are present in different scenes add the zepeto world multiplay component to just one scene and follow the example code below to implement it as a singleton import { zepetoscriptbehaviour } from 'zepeto script'; import { gameobject } from 'unityengine'; export default class multiplaycomponent extends zepetoscriptbehaviour { private static instance multiplaycomponent = null; public static get instance() multiplaycomponent { // if an instance hasn't been created yet, perform the following logic if (this instance === null) { // search for an instance of type multiplaycomponent within the scene this instance = gameobject findobjectoftype\<multiplaycomponent>(); // if no multiplaycomponent instance is found in the scene, perform the following logic if (this instance === null) { this instance = new gameobject(multiplaycomponent name) addcomponent\<multiplaycomponent>(); } } return this instance; } private awake() { // if another instance already exists and the current instance is different, execute the following logic if (multiplaycomponent instance !== null && multiplaycomponent instance !== this) { // destroy the current gameobject (with the current instance) to prevent duplicate instance creation gameobject destroy(this gameobject); // if no other instance exists or the current instance is the same, execute the following logic } else { multiplaycomponent instance = this; gameobject dontdestroyonload(this gameobject); } } }