Supported on
Multiplayer Response
MultiplayerResponse reacts to the session's state without any scripting.
Choose which Multiplayer Manager states it should
run on, then declare what happens: enable some scene objects, or instantiate a
prefab.
This is the declarative alternative to subscribing to
MultiplayerManager.onStateChange in code. Use it for UI that belongs to one
state, such as a matchmaking spinner or a singleplayer-only prompt.
Component Inputs
| Name | Type | Description |
|---|---|---|
| Run On States | Initializing, Singleplayer, Searching Session, Multiplayer (multi-select) | Which states trigger the responses. |
| Responses | ResponseAction[] | The actions to run. |
ResponseAction
| Name | Type | Description |
|---|---|---|
| Response Type | Enable SceneObject or Instantiate Prefab | What this action does. |
| Disable On State Change | boolean | Shown for Enable SceneObject. Disables the objects again when the state is left. Defaults to true. |
| Scene Objects | SceneObject[] | Shown for Enable SceneObject. The objects to enable. |
| Destroy On State Change | boolean | Shown for Instantiate Prefab. Destroys the instance when the state is left. Defaults to true. |
| Prefab | ObjectPrefab | Shown for Instantiate Prefab. The prefab to instantiate. |
| Parent | SceneObject | Shown for Instantiate Prefab. Parent for the new instance. |
Instantiate Prefab here creates a local object. It is not networked. To
spawn something every client can see, use Instantiator or
Network Spawner.
Related
- Multiplayer Manager: the states this responds to.
- Sync Helpers: for gating on entity readiness or ownership rather than session state.
Was this page helpful?