Table of Contents

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.