Namespace Wyn.Lobby
Classes
- LobbyPlayerStore<TPayload>
Manages a NetworkList of LobbyPlayerState for lobby-phase synchronization. This is a NetworkBehaviour — attach it to the same NetworkObject as your NetworkManager or a dedicated lobby prefab spawned at session start.
Subclass this with your specific TPayload to use it:
public class MyLobbyPlayerStore : LobbyPlayerStore<MyPayload> { }
- WynLobby
Main entry point for WynLobby — a simplified wrapper around Unity MPS Session API. Attach to a persistent GameObject in your scene.
- WynLobbyBootstrap
Optional auto-initializer for Unity Gaming Services. Attach to a GameObject to auto-initialize UGS on Awake. If you prefer manual initialization, use WynLobby.InitializeAsync() instead.
- WynLobbyConfig
ScriptableObject configuration for WynLobby. Create via: Assets > Create > Wyn > Lobby > Lobby Config
- WynLobbyEvents
Centralized event hub for WynLobby. Subscribe to these events to react to lobby state changes without coupling to WynLobby directly.
Structs
- LobbyPlayerState<TPayload>
Generic network-serializable player state for lobby synchronization. TPayload allows each game to define its own player data (e.g., character selection, team, etc.)
Interfaces
- IPlayerRule<TPayload>
Extension point for game-specific lobby rules. Implement this interface to define validation logic and start conditions.