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 | |
| DisposeAsync | |
| 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. |