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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.

Custom Lobby Values Window

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.