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    Class Lobby

    Data about an individual lobby.

    Inheritance
    object
    Lobby
    Inherited Members
    object.Equals(object)
    object.Equals(object, object)
    object.GetHashCode()
    object.GetType()
    object.MemberwiseClone()
    object.ReferenceEquals(object, object)
    object.ToString()
    Namespace: Unity.Services.Lobbies.Models
    Assembly: Unity.Services.Multiplayer.dll
    Syntax
    [Preserve]
    [DataContract(Name = "Lobby")]
    public class Lobby

    Constructors

    Lobby(string, string, string, string, string, int, int, bool, bool, List<Player>, Dictionary<string, DataObject>, string, DateTime, DateTime, int, bool)

    Data about an individual lobby.

    Declaration
    [Preserve]
    public Lobby(string id = null, string lobbyCode = null, string upid = null, string environmentId = null, string name = null, int maxPlayers = 0, int availableSlots = 0, bool isPrivate = false, bool isLocked = false, List<Player> players = null, Dictionary<string, DataObject> data = null, string hostId = null, DateTime created = default, DateTime lastUpdated = default, int version = 0, bool hasPassword = false)
    Parameters
    Type Name Description
    string id

    id param

    string lobbyCode

    A short code that can be used to join a lobby. This is only visible to lobby members. Typically this is displayed to the user so they can share it with other players out-of-game. Users with the code can join a lobby even when it is private.

    string upid

    The Unity project ID of the game.

    string environmentId

    The ID of the environment this lobby exists in.

    string name

    The name of the lobby. Typically this is shown in game UI to represent the lobby.

    int maxPlayers

    The maximum number of players that can be members of the lobby.

    int availableSlots

    The number of remaining open slots for players before the lobby becomes full.

    bool isPrivate

    Whether or not the lobby is private. Private lobbies do not appear in query results and cannot be fetched by non-members using the GetLobby API. If the lobby is not publicly visible, the creator can share the lobbyCode with other users who can use it to join this lobby.

    bool isLocked

    Whether or not the lobby is locked. If true, new players will not be able to join.

    List<Player> players

    The members of the lobby.

    Dictionary<string, DataObject> data

    Properties of the lobby set by the host.

    string hostId

    The ID of the player that is the lobby host.

    DateTime created

    When the lobby was created. The timestamp is in UTC and conforms to ISO 8601.

    DateTime lastUpdated

    When the lobby was last updated. The timestamp is in UTC and conforms to ISO 8601.

    int version

    The current version of the lobby. Incremented when any non-private lobby data changes.

    bool hasPassword

    Indicates whether or not a password is required to join the lobby. Players wishing to join must provide the matching password or will be rejected.

    Properties

    AvailableSlots

    The number of remaining open slots for players before the lobby becomes full.

    Declaration
    [Preserve]
    [DataMember(Name = "availableSlots", EmitDefaultValue = false)]
    public int AvailableSlots { get; }
    Property Value
    Type Description
    int

    Created

    When the lobby was created. The timestamp is in UTC and conforms to ISO 8601.

    Declaration
    [Preserve]
    [DataMember(Name = "created", EmitDefaultValue = false)]
    public DateTime Created { get; }
    Property Value
    Type Description
    DateTime

    Data

    Properties of the lobby set by the host.

    Declaration
    [Preserve]
    [DataMember(Name = "data", EmitDefaultValue = false)]
    public Dictionary<string, DataObject> Data { get; }
    Property Value
    Type Description
    Dictionary<string, DataObject>

    EnvironmentId

    The ID of the environment this lobby exists in.

    Declaration
    [Preserve]
    [DataMember(Name = "environmentId", EmitDefaultValue = false)]
    public string EnvironmentId { get; }
    Property Value
    Type Description
    string

    HasPassword

    Indicates whether or not a password is required to join the lobby. Players wishing to join must provide the matching password or will be rejected.

    Declaration
    [Preserve]
    [DataMember(Name = "hasPassword", EmitDefaultValue = true)]
    public bool HasPassword { get; }
    Property Value
    Type Description
    bool

    HostId

    The ID of the player that is the lobby host.

    Declaration
    [Preserve]
    [DataMember(Name = "hostId", EmitDefaultValue = false)]
    public string HostId { get; }
    Property Value
    Type Description
    string

    Id

    Parameter id of Lobby

    Declaration
    [Preserve]
    [DataMember(Name = "id", EmitDefaultValue = false)]
    public string Id { get; }
    Property Value
    Type Description
    string

    IsLocked

    Whether or not the lobby is locked. If true, new players will not be able to join.

    Declaration
    [Preserve]
    [DataMember(Name = "isLocked", EmitDefaultValue = true)]
    public bool IsLocked { get; }
    Property Value
    Type Description
    bool

    IsPrivate

    Whether or not the lobby is private. Private lobbies do not appear in query results and cannot be fetched by non-members using the GetLobby API. If the lobby is not publicly visible, the creator can share the lobbyCode with other users who can use it to join this lobby.

    Declaration
    [Preserve]
    [DataMember(Name = "isPrivate", EmitDefaultValue = true)]
    public bool IsPrivate { get; }
    Property Value
    Type Description
    bool

    LastUpdated

    When the lobby was last updated. The timestamp is in UTC and conforms to ISO 8601.

    Declaration
    [Preserve]
    [DataMember(Name = "lastUpdated", EmitDefaultValue = false)]
    public DateTime LastUpdated { get; }
    Property Value
    Type Description
    DateTime

    LobbyCode

    A short code that can be used to join a lobby. This is only visible to lobby members. Typically this is displayed to the user so they can share it with other players out-of-game. Users with the code can join a lobby even when it is private.

    Declaration
    [Preserve]
    [DataMember(Name = "lobbyCode", EmitDefaultValue = false)]
    public string LobbyCode { get; }
    Property Value
    Type Description
    string

    MaxPlayers

    The maximum number of players that can be members of the lobby.

    Declaration
    [Preserve]
    [DataMember(Name = "maxPlayers", EmitDefaultValue = false)]
    public int MaxPlayers { get; }
    Property Value
    Type Description
    int

    Name

    The name of the lobby. Typically this is shown in game UI to represent the lobby.

    Declaration
    [Preserve]
    [DataMember(Name = "name", EmitDefaultValue = false)]
    public string Name { get; }
    Property Value
    Type Description
    string

    Players

    The members of the lobby.

    Declaration
    [Preserve]
    [DataMember(Name = "players", EmitDefaultValue = false)]
    public List<Player> Players { get; }
    Property Value
    Type Description
    List<Player>

    Upid

    The Unity project ID of the game.

    Declaration
    [Preserve]
    [DataMember(Name = "upid", EmitDefaultValue = false)]
    public string Upid { get; }
    Property Value
    Type Description
    string

    Version

    The current version of the lobby. Incremented when any non-private lobby data changes.

    Declaration
    [Preserve]
    [DataMember(Name = "version", EmitDefaultValue = false)]
    public int Version { get; set; }
    Property Value
    Type Description
    int
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