GuiLobbyManager / Multiplayer Lobby Asset

Hi, this asset was mentioned in a few places:

I did find an example project using the package at Lobby documentation? - Unity Engine - Unity Discussions but does anyone know where the official page containing the package actually is - couldn’t find it on the asset store or from googling it?

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it is in the NetworkStarter sample project for now. A more polished version will be released later.

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Hi @seanr , thanks for the (best so far) Unity Multiplayer tutorial from Unite 2014. If you have a way of knowing, do you think this polished package will be released in the near future?

Just so you know synching of the color from the lobby player to the game player doesnt work, this is from the Unity NetworkStarter project straight from the Unity Asset Store.

I’m having the same problem in my game, I cant pass player information from the lobby to the game.

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Hi,

I found another bug NetworkStarter project:

I start hosting a LAN game, then click “Play” with just myself as a player. Then I click Exit to Lobby. When I return to the lobby, instead of “YOU”, the PlayerCanvas says “PLAYER” and my clicks on it are useless.

It seems that the code doesn’t recognize me as the player who came back to the Lobby.

Additional remark:
By default, the address in the OfflineControlCanvas prefab is set to “Localhost”. But when you Start hosting a LAN game, the game is started with name “localhost” (with a lowercase ‘l’). So if I start another instance of the game and try to join a LAN game, it gets stuck ‘connecting to Localhost’ because the name is wrong and a host of that name doesn’t exist. To join the game, I have to edit the address input text. So for conveniency I changed the default address in the OfflineControlCanvas prefab to “locahost”. (I’m using unity on MacOS X, I don’t know if this has any influence on the behavior of capitalization).