Supported on
Game Manager
A ready-made game state machine for multiplayer Lenses, available in the Asset
Library. Each state is a child object you fill with your own content. The state
machine switches state locally; to keep shared states in step across clients,
pair it with a replication script, the way the starter project's
GameStatesSynchronizer replicates its shared states while per-player states,
such as spectator, stay local.
States
- Loading State
- Main Menu State
- Game State, with Active State and Spectator State
- Player Win Notification State
- End State
- Error State, with Connection Lost, Device Unsupported, Matchmaking Error, Matchmaking Rejected By User, and No Match Found
The error states matter as much as the happy path: each one is a screen a player will eventually see.
See it in use
The Multiplayer Game Starter Project
ships with the Game Manager wired into a complete game, including the scripts
that drive it: GameStateController runs the machine and
GameStatesSynchronizer replicates the shared state switches.
Related
- Multiplayer Manager: the session the states react to.
- Event Feed: announce state events to players.
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