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Network Room Manager

tip

Please see the Room example in the Examples folder in your Mirage folder

The Network Room Manager is a specialized type of Network Manager that provides a multiplayer room before entering the main play scene of the game. It allows you to set up a network with:

  • A maximum player limit
  • Automatic start when all players are ready
  • Option to prevent players from joining a game in progress
  • Customizable ways for players to choose options while in the room  

There are two types of character objects with the Network Room Manager:

Room Player Prefab

  • One for each player
  • Created when client connects, or player is added
  • Persists until client disconnects
  • Holds ready flag and configuration data
  • Handles commands in the room
  • Must use the Network Room Player component

Player Prefab

  • One for each player
  • Created when game scene is started
  • Destroyed when leaving game scene
  • Handles commands in the game  

Network Room Manager

Properties

  • Show Room GUI
    Show the default OnGUI controls for the room.
  • Min Players
    Minimum number of players needed to start a game.
  • Room Player Prefab
    The prefab to create for players when they enter the room (requires Network Room Player component).
  • Room Scene
    The scene to use for the room.
  • Gameplay Scene
    The scene to use for main game play.
  • pendingPlayers
    List\<PendingPlayer> that holds players that are ready to start playing.
  • roomSlots
    List\<NetworkRoomPlayer> that manages the slots for connected clients in the room.
  • allPlayersReady
    Bool indicating if all players are ready to start playing. This value changes as players invoke CmdChangeReadyState indicating true or false, and will be set false when a new client connects.

Methods

Server Virtual Methods

public virtual void OnRoomStartHost() {}

public virtual void OnRoomStopHost() {}

public virtual void OnRoomStartServer() {}

public virtual void OnRoomServerConnect(NetworkConnection conn) {}

public virtual void OnRoomServerDisconnect(NetworkConnection conn) {}

public virtual void OnRoomServerSceneChanged(string sceneName) {}

public virtual GameObject OnRoomServerCreateRoomPlayer(NetworkConnection conn)
{
return null;
}

public virtual GameObject OnRoomServerCreateGamePlayer(NetworkConnection conn)
{
return null;
}

public virtual bool OnRoomServerSceneLoadedForPlayer(GameObject roomPlayer, GameObject gamePlayer)
{
return true;
}

public virtual void OnRoomServerPlayersReady()
{
ServerChangeScene(GameplayScene);
}

Client Virtual Methods

public virtual void OnRoomClientEnter() {}

public virtual void OnRoomClientExit() {}

public virtual void OnRoomClientConnect(NetworkConnection conn) {}

public virtual void OnRoomClientDisconnect(NetworkConnection conn) {}

public virtual void OnRoomStartClient() {}

public virtual void OnRoomStopClient() {}

public virtual void OnRoomClientSceneChanged(NetworkConnection conn) {}

public virtual void OnRoomClientAddPlayerFailed() {}