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Multiplayer lobby

Multiplayer lobby is a group of room-based capabilities, not a set of unrelated features. The recommended integration order is: join a room first, then use realtime messaging, state sync, RPC, or Mirror transport inside the room.

CapabilityPurposePrerequisite
RoomsManage join, ready, start, finish, and leaveLaunched by IGP desktop client
Realtime messagingSend custom messages inside a roomAlready joined a room
State and RPCSync room state and call remote logicAlready joined a room
Mirror transportLet Unity Mirror projects reuse the IGP room data planeUnity, Mirror, already joined a room
EngineStatusNotes
UnityPreviewMost complete multiplayer lobby support, including rooms, messaging, state, RPC, and Mirror transport.
GameMakerNot supportedThe first GameMaker release only covers desktop client capabilities and does not include room multiplayer.
GodotIn developmentThe preview runtime already has room, messaging, state, and RPC APIs.
  1. Complete Startup and connection.
  2. Complete the minimal Rooms flow.
  3. Add Realtime messaging when synchronized events or chat are needed.
  4. Add State and RPC when shared room state or remote calls are needed.
  5. Add Mirror transport if the Unity project already uses Mirror.
EngineMinimum validation
UnityTwo clients can enter the same room, and after one client becomes ready the other client receives the room state change.
GameMakerNo multiplayer lobby validation currently.
GodotReceives a room snapshot and can call ready or send one JSON message.
  • Messaging, state, and RPC are all unavailable: confirm the room was joined successfully first.
  • Unity disconnects after a scene switch: check that only one IGPRuntimeManager is kept.
  • Mirror is unavailable: confirm the regular room flow first, then check the Mirror transport reference.
  • Godot does not receive events: confirm autoload is registered and the room multiplayer connection is established.