1.Random matchmaking is in our todo list but I don't know when exactly it will implemented.
2. Please find room list handling sample in demo-test. Looks like you iterate extra room. Use Photon.RoomCount - 1 as upper bound.
3. You do not need to send strings or any other payload. Assign different event numbers to each key.
Event behavior is not affected by payload type. This is hardly possible that same event works with coordinates but fails with string. Please search for errors in browser console log and let me know if something useful is there.
4. Photon events are identified by numbers. In conventional languages constants or enums are used for such things as event codes. If you know C2's equivalent for constants, feel free to use it.
1. I wasn't looking for random matchmaking, but a way to only return rooms which meet certain criteria like game mode, a specific stage, etc. Does that make sense?
2. I'll take a look, thanks, though I don't remember there being much detail on retrieving the room list at last glance.
3. By "string" I mean sending, say, "left" to trigger an action in C2 as opposed to sending X/Y value. But I think I figured it out, and it was an issue on my end.
4. Makes sense, it's just that being able to name a Photon event instead of numbering them would be easier to keep track of.