Network Room Manager

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

  • Game is locked after start, preventing late joiners

  • Customizable ways for players to choose options while in room

There are two types of player 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

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 that holds players that are ready to start playing.

  • roomSlots List 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() {}