Learn how multiplayer widgets work on the client and host
Some multiplayer widgets exist only on a client, some only exist on a host, and some can automatically switch between the client and the host. This can happen when the Player enters or leaves an active session and when the Player becomes a host or a client.
When you enter Play mode, each multiplayer widget is inactive for a moment until Unity initializes the Unity Gaming Services (UGS) that each multiplayer widget uses. To manually override automatic initialization, refer to Control how Unity initializes a multiplayer service.
To test multiple Players on the client and host, use Multiplayer Play Mode.
Note
To learn which sessions currently exist for your project, go to Services > Multiplayer > Sessions Viewer.
Determine the client or host status of a multiplayer widget
The state of each widget automatically changes in response to any changes in a session.
The active multiplayer widgets in each Player determine the client or host status of that Player. The Player that creates the session becomes the host.
A Player that joins an active session becomes a client.
To use any multiplayer widget, enter Play mode. When a multiplayer widget is inactive, its UI element is disabled. To learn the status of each multiplayer widget on the client or host, refer to Multiplayer widget status reference.
Note
If no multiplayer widgets are active, you might need to link your project on the cloud.