Revision Difference
LobbySystem#561886
<cat>Code.Network</cat>⤶
<title>Lobby System</title>⤶
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# Lobby System⤶
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The Lobby System exists so you can create, join, and query lobbies in a way that suits your games.⤶
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### Create a Lobby⤶
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By default, adding a Network Helper to your scene will create a lobby when the scene is loaded. However, if you want more control, you can do this yourself.⤶
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```cs⤶
if ( !GameNetworkSystem.IsActive )⤶
{⤶
GameNetworkSystem.CreateLobby();⤶
}⤶
```⤶
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### Join a Lobby⤶
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You can easily join an existing lobby, too.⤶
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```cs⤶
GameNetworkSystem.Connect( lobby.LobbyId );⤶
```⤶
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### Querying for Lobbies⤶
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To get a list of all lobbies, use the `Network` global manager.⤶
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```cs⤶
List<LobbyInformation> lobbies;⤶
lobbies = await Networking.QueryLobbies( "myorg.ident" );⤶
```⤶
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### Setting the default Launch Mode⤶
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The default launch mode determines the lobby behaviour when your game is run. You can find the options in the editor by clicking Project > Settings, and then clicking Game Setup.⤶
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- *Normal*: Creates a new game, without any considerations for lobbies.⤶
- *Launcher*: Like normal, but allows a user to select their map before launching.⤶
- *Quick Play*: Immediately attempts to place a player in an existing lobby. If none is available, creates a new game.⤶
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None of these options will automatically create lobbies for you. It is up to your game (typically the Net Helper component) to create a lobby when the game is started.⤶
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