Multiplay Room
👍 Room Connection Process
- Request connection from client
- ZEPETO Multiplay server generates the Client Session and connects to Room
- If Room is successfully connected
- share the Room ID and Session ID connected to the client
- If the client cannot access the Room
- generate a new Room and connect
The server code should be implemented in World.multiplay package → index.ts file.
Server provides the following Room Lifecycle events:
Room Lifecycle Event | Description |
---|---|
onCreate(options: SandboxOptions) | Called once room has been created. Room initialize logic can be added here. |
onJoin(client: SandboxPlayer) | Called when the client joined the room. The parameter client (SandboxPlayer) contains the client's sessionId identifier. |
onLeave(client: SandboxPlayer, consented?: boolean) | Called when the client left the room. The parameter consented is true when the disconnect is requested by the client. |
onTick(deltaTime: number) | Step interval event call on server side, the interval time can be set in SandboxOptions. (tickInterval : 100ms) |
- The OnLeave() event occurs when you press 'Home button > Leave' in the upper left corner during mobile test status.
- The OnLeave() event does not occur in the Unity editor.
If you're interested in the ZEPETO.Multiplay Server API, refer to the documentation:
📘 Please refer to the following guide. [ZEPETO.Multiplay(Server) API]
ZepetoWorldMultiplay component provides an interface for clients to subscribe to the World play session (Room) events from ZEPETO Multiplay server.
List of available events:
Room EventListener | Description |
---|---|
RoomCreated(Room) | Called when a Room is created and accessible. Provides a Room parameter. |
RoomJoined(Room) | Called when a Room is connected. Provides a Room parameter. |
RoomLeave(RoomLeaveEvent) | Called when disconnecting from a Room. Provides a RoomLeaveEvent parameter. |
RoomReconnected(Room) | Called when the corresponding Room is reconnected. Provides a Room parameter. |
RoomError(RoomErrorEvent) | Called when an error occurs in the corresponding Room. Provides a RoomErrorEvent parameter. |
RoomWeakConnection | Called when the connection is unstable. |