Revision Difference
SteamMatchmaking.OnLobbyMemberJoined#565467
<member category="interface" type="event" namespace="Steamworks" parent="SteamMatchmaking" name="OnLobbyMemberJoined" static="true">
<return type="Action<Data.Lobby, Friend>"></return>
<summary>The lobby member joined.⤶
This appears to happen when a lobby member is first connecting, not when they are fully connected. If used to populate lists of lobby members this can make players think people are fully connected and start the game before they are. This can cause errors in some cases.⤶
Personally I validate players are fully joined by having them send a message to the socket server.</summary>⤶
<summary>A user has joined or is joining the lobby. Its important to note the is joining part. They may still be connecting as this is fired</summary>⤶
</member>