LobbiesService
Constructors
LobbiesService |
Methods
CreateLobby | Endpoint to create a Lobby directly without doing matchmaking. |
CreateLobbyAsync | Endpoint to create a Lobby directly without doing matchmaking. |
Dispose | |
FetchLobbyStats | Get stats for the usage of Lobbies for your current coherence Project. |
FetchLobbyStatsAsync | Get stats for the usage of Lobbies for your current coherence Project. |
FindLobbies | Find current active Lobbies that you will be able to join. |
FindLobbiesAsync | Find current active Lobbies that you will be able to join. |
FindOrCreateLobby | Endpoint to do matchmaking and find a suitable Lobby. If no suitable Lobby is found, one will be created using the CreateLobbyOptions. |
FindOrCreateLobbyAsync | Endpoint to do matchmaking and find a suitable Lobby. If no suitable Lobby is found, one will be created using the CreateLobbyOptions. |
GetActiveLobbySessionForLobbyId | Get a LobbySession instance for a Lobby that you have joined and you're a part of. |
GetCreateLobbyCooldown | |
GetFindLobbiesCooldown | |
GetFindOrCreateLobbyCooldown | |
GetLobbySessions | Iterate all active LobbySession instances. |
JoinLobby | Join the supplied Lobby. |
JoinLobbyAsync | Join the supplied Lobby. |
RefreshLobby | Refresh the current data for the supplied Lobby. |
RefreshLobbyAsync | Refresh the current data for the supplied Lobby. |
Events
OnPlaySessionStarted | Callback that will be invoked when a Lobby owner you're a part of starts a game. The Callback contains the Lobby ID and the RoomData that you can use to join the game session through CoherenceBridge.JoinRoom. If a Callback is not supplied, coherence will automatically join the specified RoomData. |