Revision Difference
LobbySystem#562958
<cat>Code.Network</cat>
<title>Lobby System</title>
# Lobby System
The Lobby System exists so you can create, join, and query lobbies in a way that suits your games.
### Create a Lobby
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.
```cs
if ( !GameNetworkSystem.IsActive )
{
GameNetworkSystem.CreateLobby();⤶
}⤶
var config = new LobbyConfig();
Networking.CreateLobby( config );
```
### Join a Lobby
You can easily join an existing lobby, too.
```cs
GameNetworkSystem.Connect( lobby.LobbyId );
Networking.Connect( lobbyId );
```
### Querying for Lobbies
To get a list of all lobbies, use the `Network` global manager.
```cs
List<LobbyInformation> lobbies;
lobbies = await Networking.QueryLobbies( "myorg.ident" );
```
### Setting the default Launch Mode
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.
- *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.
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.
<upload src="ae247/8dc792dfa010125.png" size="20075" name="image.png" />