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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

NameTypeDescription
Run On StatesInitializing, Singleplayer, Searching Session, Multiplayer (multi-select)Which states trigger the responses.
ResponsesResponseAction[]The actions to run.

ResponseAction

NameTypeDescription
Response TypeEnable SceneObject or Instantiate PrefabWhat this action does.
Disable On State ChangebooleanShown for Enable SceneObject. Disables the objects again when the state is left. Defaults to true.
Scene ObjectsSceneObject[]Shown for Enable SceneObject. The objects to enable.
Destroy On State ChangebooleanShown for Instantiate Prefab. Destroys the instance when the state is left. Defaults to true.
PrefabObjectPrefabShown for Instantiate Prefab. The prefab to instantiate.
ParentSceneObjectShown 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.

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