#Distributed Authority x Lobbies

1 messages · Page 1 of 1 (latest)

dry cargo
#

Hi! I'm trying to implement a Lobby system for my game; we have a party system (akin to Rocket League, Overwatch, etc. etc.), and I'm using Lobbies to manage those parties.

Once the players decide to enter a game, I want to create a DA session with the current players/lobby, but it seems that no matter what option I pick in the API, the session service is going to try to make/join a lobby for me, which inevitably fails because I already am in said lobby.

I'm not sure how I should handle this or if it's even possible to mix DA & Lobbies given that the implementation appears to always force the creation/joining of a lobby, but I'd love any input/ideas on this

#

Creating the session looks a little like this;

var options = new SessionOptions()
{
    Name = Lobby.Name,
    MaxPlayers = Lobby.MaxPlayers,
}.WithDistributedAuthorityNetwork();

await MultiplayerService.Instance.CreateOrJoinSessionAsync(Lobby.Id, options);
signal walrus
dry cargo
#

Ohh so I shouldn't be using the separate lobby api for this? 🤔

signal walrus