Joins the private/public rooms of your game in the Lobby server.
Methods | ​ |
​JoinRoom(string, Action<bool, SWJoinRoomReply, SWLobbyError>)​ | Called by players to begin an asynchronous operation to join a room in the Lobby server using the specified roomId. This method allows players to join both private and public rooms. |
​JoinRoomRandomly(Action<bool, SWJoinRoomReply, SWLobbyError>)​ | Called by players to begin an asynchronous operation to randomly join a room in the Lobby server. This method allows players to join public rooms. |
​JoinOrCreateRoom(bool, int, int, Action<bool, SWJoinRoomReply, SWLobbyError>)​ | Called by players to begin an asynchronous operation to randomly join a room in the Lobby server. If no available rooms were found, The player will create a new room with the specified wantRT, playerLimit, and player TTL. This method allows players to join public rooms. |
Class | ​ |
​SWJoinRoomReply​ | The response object when the operation finished successfully. |
​SWLobbyError​ | The error that occurred when a lobby API operation failed. |
NetworkClient.Lobby.JoinRoom(roomId, (successful, reply, error) =>{if (successful) {Debug.Log("Joined room " + reply);}else {Debug.Log("Failed to Join room " + error);}});
NetworkClient.Lobby.JoinRoomRandomly((successful, reply, error) =>{if (successful) {Debug.Log("Joined room randomly " + reply);}else {Debug.Log("Failed to Join room randomly" + error);}});
NetworkClient.Lobby.JoinOrCreateRoom(true, 4, 60, (successful, reply, error) =>{if (successful){Debug.Log("Joined or created room " + reply);}else{Debug.Log("Failed to join or create room " + error);}});