Mirror/doc/articles/Components/NetworkLobbyPlayer.md
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# NetworkLobbyPlayer
The Network Lobby Player stores per-player state for the [Network Lobby Manager](NetworkLobbyManager.md) while in the lobby. When using this component, you need to write a script which allows players to indicate they are ready to begin playing, which sets the ReadyToBegin property.
A game object with a Network Lobby Player component must also have a Network Identity component. When you create a Network Lobby Player component on a game object, Unity also creates a Network Identity component on that game object if it does not already have one.
![Network Lobby Player](NetworkLobbyPlayer.PNG)
- **Show Lobby GUI**
Enable this to show the developer GUI for players in the lobby. This UI is only intended to be used for ease of development. This is enabled by default.
- **Ready To Begin**
Enable this to have lobby players automatically be set to Ready.
- **Index**
Sequential index of the player, e.g. Player 1, Player 2, etc.
- **Network Sync Interval**
The rate at which information is sent from the Network Lobby Player to the server.
## Methods
### Client Virtual Methods
```cs
public virtual void OnClientEnterLobby() {}
public virtual void OnClientExitLobby() {}
public virtual void OnClientReady(bool readyState) {}
```