Mirror/docs/Components/NetworkLobbyPlayer.md
Chris Langsenkamp 7e7683766f Network Lobby Manager & Lobby Player (#356)
* Initial Commit with Unity's Network Lobby Components

* Lobby Components WIP

* Massive simplifications and structural changes to NetworkLobbyManager and NetworkLobbyPlayer

* Replaced more default messages with Command structure resulting in further simplification and less LOC

* Completed removal of messages

* Code Formatting and GUI Layout

* Fixed bugs and finished Remove feature in UI

* Added Network Lobby Manager Doc

* Network Lobby Docs

* Network Lobby Player Doc

* Updated doc and image about Offline Scene

* changed to PNG

* Added Lobby components to navigation

* Conformed to naming convention
Removed some leftover cruft
Removed maxPlayers (redundant to maxConnections)
Trapped and killed null ref in OnServerDisconnect

* Fixed mistake in OnServerDisconnect

* Fix Active Scene check

* Alow clean switch to Offline scene

* Add Help URL attributes to components

* Added Help URL Attributes

* Fixed OnGUI logic error.

* Added Example and README

* Fixed Disconnect handler

* Updated Docs

* Added Header for Inspector

* Finished Lobby Example Minigame

* Minor cleanup

* Set targetFramerates

* Code Cleanup
Changed to extended Lobby Manager for player Indexes & colors

* Minor changes to align with Mirror's NetworkManager

* Fixed logic error

* SyncVar Hook Workaround
Random Start Positions

* Revert making CallOnClientEnterLobby public

* Added documentation to the extension

* Minor code rearrangement

* Made OnGUI virtual so it can be overridden.
Added AllPlayersReady bool for convenience to extenders
Start Game enhancement to example.

* added comments

* Corrected namespaces and usings

* Reworked DontDestroyOnLoad
LobbyPlayer: Moved code from OnStartClient to Start
Added LobbyPlayerExt to Lobby Example
Code cleanup, added regions
Fixed Start Game button bug

* Final push of Lobby example to make sure it's complete.

* Improved Lobby Example

* Code cleanup

* Added ground texture
Set player camera angle
Adjusted lighting angle

* Updated ReadMe
Cleaned up privates
Fixed example to use SetParent
Changed to 5 max connections in example

* Prefab name fixes due to Mirror master's changes
Changed camera handling and GamePlayer Prefab
Two more SetParent fixes
Demoted two warnings to information
Added more comments to example scripts

* Revisions based on Vis2K review...more to come.

* Added f's where assigning literals to floats

* Removed manual calls to SyncVar Hooks because the bug is now fixed.

* Changed to GUILayout

* wrapped in namespace

* Changed to GUILayout

* All changes per peer review

* Renamed folder to Lobby.

* Fix due to change in Mirror 1691

* Renamed Scenes
Added LobbyScene property to OfflineGUI script.
2019-02-20 16:58:50 +01:00

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Markdown

# NetworkLobbyPlayer
The Network Lobby Player stores per-player state for the [Network Lobby Manager](NetworkLobbyManager) 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 GameObject with a Network Lobby Player component must also have a Network Identity component. When you create a Network Lobby Player component on a GameObject, Unity also creates a Network Identity component on that GameObject 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.
- **Network Sync Interval**
The rate at which information is sent from the Network Lobby Player to the server.