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    Class NetworkLobbyManager

    This is a specialized NetworkManager that includes a networked lobby.

    Inheritance
    Object
    NetworkManager
    NetworkRoomManager
    NetworkLobbyManager
    Inherited Members
    NetworkRoomManager.showRoomGUI
    NetworkRoomManager.minPlayers
    NetworkRoomManager.roomPlayerPrefab
    NetworkRoomManager.RoomScene
    NetworkRoomManager.GameplayScene
    NetworkRoomManager.pendingPlayers
    NetworkRoomManager.roomSlots
    NetworkRoomManager.allPlayersReady
    NetworkRoomManager.OnValidate()
    NetworkRoomManager.ReadyStatusChanged()
    NetworkRoomManager.OnServerReady(NetworkConnectionToClient)
    NetworkRoomManager.CheckReadyToBegin()
    NetworkRoomManager.OnServerConnect(NetworkConnectionToClient)
    NetworkRoomManager.OnServerDisconnect(NetworkConnectionToClient)
    NetworkRoomManager.clientIndex
    NetworkRoomManager.OnServerAddPlayer(NetworkConnectionToClient)
    NetworkRoomManager.RecalculateRoomPlayerIndices()
    NetworkRoomManager.ServerChangeScene(String)
    NetworkRoomManager.OnServerSceneChanged(String)
    NetworkRoomManager.OnStartServer()
    NetworkRoomManager.OnStartHost()
    NetworkRoomManager.OnStopServer()
    NetworkRoomManager.OnStopHost()
    NetworkRoomManager.OnStartClient()
    NetworkRoomManager.OnClientConnect()
    NetworkRoomManager.OnClientDisconnect()
    NetworkRoomManager.OnStopClient()
    NetworkRoomManager.OnClientSceneChanged()
    NetworkRoomManager.OnRoomStartHost()
    NetworkRoomManager.OnRoomStopHost()
    NetworkRoomManager.OnRoomStartServer()
    NetworkRoomManager.OnRoomStopServer()
    NetworkRoomManager.OnRoomServerConnect(NetworkConnectionToClient)
    NetworkRoomManager.OnRoomServerDisconnect(NetworkConnectionToClient)
    NetworkRoomManager.OnRoomServerSceneChanged(String)
    NetworkRoomManager.OnRoomServerCreateRoomPlayer(NetworkConnectionToClient)
    NetworkRoomManager.OnRoomServerCreateGamePlayer(NetworkConnectionToClient, GameObject)
    NetworkRoomManager.OnRoomServerAddPlayer(NetworkConnectionToClient)
    NetworkRoomManager.OnRoomServerSceneLoadedForPlayer(NetworkConnectionToClient, GameObject, GameObject)
    NetworkRoomManager.OnRoomServerPlayersReady()
    NetworkRoomManager.OnRoomServerPlayersNotReady()
    NetworkRoomManager.OnRoomClientEnter()
    NetworkRoomManager.OnRoomClientExit()
    NetworkRoomManager.OnRoomClientConnect()
    NetworkRoomManager.OnRoomClientDisconnect()
    NetworkRoomManager.OnRoomStartClient()
    NetworkRoomManager.OnRoomStopClient()
    NetworkRoomManager.OnRoomClientSceneChanged()
    NetworkRoomManager.OnRoomClientAddPlayerFailed()
    NetworkRoomManager.OnGUI()
    NetworkManager.dontDestroyOnLoad
    NetworkManager.runInBackground
    NetworkManager.autoStartServerBuild
    NetworkManager.serverTickRate
    NetworkManager.offlineScene
    NetworkManager.onlineScene
    NetworkManager.transport
    NetworkManager.networkAddress
    NetworkManager.maxConnections
    NetworkManager.authenticator
    NetworkManager.playerPrefab
    NetworkManager.autoCreatePlayer
    NetworkManager.playerSpawnMethod
    NetworkManager.spawnPrefabs
    NetworkManager.startPositions
    NetworkManager.startPositionIndex
    NetworkManager.singleton
    NetworkManager.numPlayers
    NetworkManager.isNetworkActive
    NetworkManager.clientLoadedScene
    NetworkManager.mode
    NetworkManager.Reset()
    NetworkManager.Awake()
    NetworkManager.Start()
    NetworkManager.LateUpdate()
    NetworkManager.IsSceneActive(String)
    NetworkManager.StartServer()
    NetworkManager.StartClient()
    NetworkManager.StartClient(Uri)
    NetworkManager.StartHost()
    NetworkManager.StopHost()
    NetworkManager.StopServer()
    NetworkManager.StopClient()
    NetworkManager.OnApplicationQuit()
    NetworkManager.ConfigureHeadlessFrameRate()
    NetworkManager.ResetStatics()
    NetworkManager.OnDestroy()
    NetworkManager.networkSceneName
    NetworkManager.loadingSceneAsync
    NetworkManager.FinishLoadScene()
    NetworkManager.RegisterStartPosition(Transform)
    NetworkManager.UnRegisterStartPosition(Transform)
    NetworkManager.GetStartPosition()
    NetworkManager.OnServerError(NetworkConnectionToClient, Exception)
    NetworkManager.OnServerError(NetworkConnectionToClient, TransportError, String)
    NetworkManager.OnServerChangeScene(String)
    NetworkManager.OnClientError(Exception)
    NetworkManager.OnClientError(TransportError, String)
    NetworkManager.OnClientNotReady()
    NetworkManager.OnClientChangeScene(String, SceneOperation, Boolean)
    Namespace: Mirror
    Assembly: doc.dll
    Syntax
    public class NetworkLobbyManager : NetworkRoomManager
    Remarks

    The lobby has slots that track the joined players, and a maximum player count that is enforced. It requires that the NetworkLobbyPlayer component be on the lobby player objects.

    NetworkLobbyManager is derived from NetworkManager, and so it implements many of the virtual functions provided by the NetworkManager class. To avoid accidentally replacing functionality of the NetworkLobbyManager, there are new virtual functions on the NetworkLobbyManager that begin with "OnLobby". These should be used on classes derived from NetworkLobbyManager instead of the virtual functions on NetworkManager.

    The OnLobby*() functions have empty implementations on the NetworkLobbyManager base class, so the base class functions do not have to be called.

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