Settings
LobbyManager Settings
- Waiting Room Scene: The scene name considered as the waiting room.
- Disconnected From Relay: Determines if the host should kick players from the lobby upon relay disconnection.
- Host Disconnects: Determines if the current player should leave the lobby after the relay host disconnects.
- Game Quit: Determines if the current player should leave the lobby upon game closure (does not apply to iOS).
Lobby Settings
Lobby settings window can be accessed from the Window
> GameLobby
> Lobby Settings
menu.
- Default Max Players: The default maximum number of players allowed in a lobby.
- Heartbeat Interval: Interval in seconds between each lobby heartbeat.
See the official Unity documentation on Config Options for more information.
Exceptions
Exceptions trigger the event OnMsgPopUp
with the exception message and type.
- Default Exception: Default exception text and type sent when an error without a specific exception occurs.
- Custom Lobby Exceptions: Custom exceptions displayed for specific errors, any lobby exception can be added. If text is left empty, Unity Lobby default error message will be used; If not added, the default exception will be used.
- Other Exceptions: Additional exceptions shown for specific errors.
Custom Lobby and Player Values
Access the Custom Lobby Values window from Window
> GameLobby
> Set Lobby Values
menu.
Contains lobby and player custom values that can be added, removed, and edited. These values can be accessed/updated on any LocalPlayer or LocalLobby instance.
Available types:
- String
- Int
- Float
- Bool
- Enum (Refer to Custom Enum for details)
For custom types implementation, refer to Custom Lobby Values Types.
Lobby values can be indexed for filtering lobbies using the Query Builder.
There's a limit of 20 lobby values and 10 player values. Easy Game Lobby
reserves one of each for internal purposes; the player Name value can be removed if not needed.
It's recommended to use custom values for data that doesn't change frequently and/or is required for matchmaking purposes (e.g., game mode, map, etc.). For more dynamic data (e.g., player ready status, player team, etc.), consider using Netcode RPCs or Network Variables/Lists.
Also take a look at Unity's documentation on Lobby data and player data.