What it is: a NoCode wrapper around Mirror NetworkRoomManager for lobby and ready-flow scenes.
Where: Assets/Neoxider/Scripts/Network/Lobby/NeoLobbyManager.cs, menu Neoxider/Network/Neo Lobby Manager.
Use NeoLobbyManager when a multiplayer scene needs a waiting room before the gameplay scene starts. It exposes lobby lifecycle callbacks as UnityEvents so UI and NoCode components can react without custom glue scripts.
| Event | When it fires |
|---|---|
OnPlayerJoinedRoom |
A client enters the room on the server. |
OnPlayerLeftRoom |
A room player disconnects or leaves. |
OnAllPlayersReady |
The ready check passes and the game can start. |
OnGameSceneLoaded |
The configured gameplay scene is reached. |
OnReturnedToLobby |
A client returns from game to lobby. |
OnPlayerCountChanged |
Room slot count changes. |
| Method | Use |
|---|---|
HostLobby() |
Starts host mode. Wire to a host button. |
JoinLobby(string address) |
Sets networkAddress and starts a client. |
LeaveLobby() |
Stops host, client, or server depending on current mode. |
CanStartGame() |
Returns true when enough players are present and ready. |
- Add
NeoLobbyManagerto the network root object. - Assign Mirror room/game scenes and room player prefab.
- Set Min Players To Start.
- Wire UI buttons to
HostLobby,JoinLobby, andLeaveLobby. - Use
NeoLobbyPlayeron the room player prefab for ready toggles.