Legacy Documentation: Version 5.4
LanguageEnglish
  • C#
  • JS

Script language

Select your preferred scripting language. All code snippets will be displayed in this language.

NetworkLobbyManager.OnLobbyServerPlayersReady

Suggest a change

Success!

Thank you for helping us improve the quality of Unity Documentation. Although we cannot accept all submissions, we do read each suggested change from our users and will make updates where applicable.

Close

Sumbission failed

For some reason your suggested change could not be submitted. Please try again in a few minutes. And thank you for taking the time to help us improve the quality of Unity Documentation.

Close

Cancel

public function OnLobbyServerPlayersReady(): void;
public void OnLobbyServerPlayersReady();

Description

This is called on the server when all the players in the lobby are ready.

The default implementation of this function uses ServerChangeScene() to switch to the game player scene. By implementing this callback you can customize what happens when all the players in the lobby are ready, such as adding a countdown or a confirmation for a group leader.

#pragma strict
public class GuiLobby extends NetworkLobbyManager {
	var countTimer: float = 0;
	public override function OnLobbyServerPlayersReady() {
		countTimer = Time.time + 5;
	}
	function Update() {
		if (countTimer == 0) return ;
		if (Time.time > countTimer) {
			countTimer = 0;
			ServerChangeScene(playScene);
		}
		else {
			Debug.Log("Counting down " + (countTimer - Time.time));
		}
	}
}
using UnityEngine;
using UnityEngine.Networking;

public class GuiLobby : NetworkLobbyManager { float countTimer = 0;

public override void OnLobbyServerPlayersReady() { countTimer = Time.time + 5; }

void Update() { if (countTimer == 0) return;

if (Time.time > countTimer) { countTimer = 0; ServerChangeScene(playScene); } else { Debug.Log("Counting down " + (countTimer - Time.time)); } } }