The Network Lobby Player stores per-player state for the Network Lobby Manager while in the lobby. When using this component, you need to write a script which allows players to indicate they are ready to begin playing, which sets the readyToBegin property. See documentation on the Network Lobby Manager for full details on how to use this component.
A GameObject with a Network Lobby Player component must also have a Network Identity component. When you create a Network Lobby Player component on a GameObject, Unity also creates a Network Identity component on that GameObject if it does not already have one.
|Show Lobby GUI||Enable this to show the developer GUI for players in the lobby. This UI is only intended to be used for ease of development. This is enabled by default.|
|Network Channel||The network channel used by the Network Lobby Player|
|Network Send Interval||The rate at which information is sent from the Network Lobby Player to the server. See GetNetworkSendInterval()|