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# Room Example
In Build Settings, remove all scenes and add all of the scenes from the Examples\Room\Scenes folder in the following order:
- MirrorRoomOffline
- MirrorRoomGame
- MirrorRoomOnline
If you opened the Offline scene before doing the above steps, you may have to reassign the scenes to the NetworkRoomManagerExt component of the RoomManager scene object.
File -> Build and Run
Start up to 4 built instances: These will all be client players.
Open the Offline scene in the Editor and press Play
Click Host (Server + Client) in the HUD: This will be host and the 5th player. You can also use Server Only if you prefer.
Click Client in the built instances.
Click Ready in each instance, and finally in the Editor (Host).
Click the Start Game button when all players are ready.
You should now be in the Online scene with your players of random color.
WASDQE keys to move & turn your player capsule.
Collide with the spheres to score points.
Lighter colors score higher.

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using UnityEngine;
/*
Documentation: https://mirror-networking.gitbook.io/docs/components/network-manager
API Reference: https://mirror-networking.com/docs/api/Mirror.NetworkManager.html
*/
namespace Mirror.Examples.NetworkRoom
{
[AddComponentMenu("")]
public class NetworkRoomManagerExt : NetworkRoomManager
{
[Header("Spawner Setup")]
[Tooltip("Reward Prefab for the Spawner")]
public GameObject rewardPrefab;
public byte poolSize = 10;
public static new NetworkRoomManagerExt singleton => NetworkManager.singleton as NetworkRoomManagerExt;
/// <summary>
/// This is called on the server when a networked scene finishes loading.
/// </summary>
/// <param name="sceneName">Name of the new scene.</param>
public override void OnRoomServerSceneChanged(string sceneName)
{
// spawn the initial batch of Rewards
if (sceneName == GameplayScene)
{
Spawner.InitializePool(rewardPrefab, poolSize);
Spawner.InitialSpawn();
}
else
Spawner.ClearPool();
}
public override void OnRoomClientSceneChanged()
{
// Don't initialize the pool for host client because it's
// already initialized in OnRoomServerSceneChanged
if (NetworkServer.active) return;
if (networkSceneName == GameplayScene)
Spawner.InitializePool(rewardPrefab, poolSize);
else
Spawner.ClearPool();
}
/// <summary>
/// Called just after GamePlayer object is instantiated and just before it replaces RoomPlayer object.
/// This is the ideal point to pass any data like player name, credentials, tokens, colors, etc.
/// into the GamePlayer object as it is about to enter the Online scene.
/// </summary>
/// <param name="roomPlayer"></param>
/// <param name="gamePlayer"></param>
/// <returns>true unless some code in here decides it needs to abort the replacement</returns>
public override bool OnRoomServerSceneLoadedForPlayer(NetworkConnectionToClient conn, GameObject roomPlayer, GameObject gamePlayer)
{
PlayerScore playerScore = gamePlayer.GetComponent<PlayerScore>();
playerScore.index = roomPlayer.GetComponent<NetworkRoomPlayer>().index;
return true;
}
public override void OnRoomStopClient()
{
base.OnRoomStopClient();
}
public override void OnRoomStopServer()
{
base.OnRoomStopServer();
}
/*
This code below is to demonstrate how to do a Start button that only appears for the Host player
showStartButton is a local bool that's needed because OnRoomServerPlayersReady is only fired when
all players are ready, but if a player cancels their ready state there's no callback to set it back to false
Therefore, allPlayersReady is used in combination with showStartButton to show/hide the Start button correctly.
Setting showStartButton false when the button is pressed hides it in the game scene since NetworkRoomManager
is set as DontDestroyOnLoad = true.
*/
bool showStartButton;
public override void OnRoomServerPlayersReady()
{
// calling the base method calls ServerChangeScene as soon as all players are in Ready state.
if (Utils.IsHeadless())
{
base.OnRoomServerPlayersReady();
}
else
{
showStartButton = true;
}
}
public override void OnGUI()
{
base.OnGUI();
if (allPlayersReady && showStartButton && GUI.Button(new Rect(150, 300, 120, 20), "START GAME"))
{
// set to false to hide it in the game scene
showStartButton = false;
ServerChangeScene(GameplayScene);
}
}
}
}

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using UnityEngine;
namespace Mirror.Examples.NetworkRoom
{
[AddComponentMenu("")]
public class NetworkRoomPlayerExt : NetworkRoomPlayer
{
public override void OnStartClient()
{
//Debug.Log($"OnStartClient {gameObject}");
}
public override void OnClientEnterRoom()
{
//Debug.Log($"OnClientEnterRoom {SceneManager.GetActiveScene().path}");
}
public override void OnClientExitRoom()
{
//Debug.Log($"OnClientExitRoom {SceneManager.GetActiveScene().path}");
}
public override void IndexChanged(int oldIndex, int newIndex)
{
//Debug.Log($"IndexChanged {newIndex}");
}
public override void ReadyStateChanged(bool oldReadyState, bool newReadyState)
{
//Debug.Log($"ReadyStateChanged {newReadyState}");
}
public override void OnGUI()
{
base.OnGUI();
}
}
}

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using UnityEngine;
namespace Mirror.Examples.NetworkRoom
{
[AddComponentMenu("")]
public class PlayerScore : NetworkBehaviour
{
[SyncVar]
public int index;
[SyncVar]
public uint score;
void OnGUI()
{
GUI.Box(new Rect(10f + (index * 110), 10f, 100f, 25f), $"P{index}: {score:0000000}");
}
}
}

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using UnityEngine;
namespace Mirror.Examples.NetworkRoom
{
[AddComponentMenu("")]
[RequireComponent(typeof(Common.RandomColor))]
public class Reward : NetworkBehaviour
{
[Header("Components")]
public Common.RandomColor randomColor;
[Header("Diagnostics")]
[ReadOnly, SerializeField]
bool available;
protected override void OnValidate()
{
if (Application.isPlaying) return;
base.OnValidate();
Reset();
}
void Reset()
{
// Default position out of reach
transform.position = new Vector3(0, -1000, 0);
if (randomColor == null)
randomColor = GetComponent<Common.RandomColor>();
}
public override void OnStartServer()
{
available = true;
}
[ServerCallback]
void OnTriggerEnter(Collider other)
{
// Don't process collisions when it's in the pool
if (!gameObject.activeSelf) return;
// Set up physics layers to prevent this from being called by non-players
// and eliminate the need for a tag check here.
if (!other.CompareTag("Player")) return;
// This is a fast switch to prevent two players claiming the reward in a bang-bang close contest for it.
// First to trigger turns it off, pending the object being destroyed a few frames later.
if (!available)
return;
available = false;
// Calculate the points from the color...lighter scores higher as the average approaches 255
// UnityEngine.Color RGB values are byte 0 to 255
uint points = (uint)((randomColor.color.r + randomColor.color.g + randomColor.color.b) / 3);
// award the points via SyncVar on Player's PlayerScore
other.GetComponent<PlayerScore>().score += points;
Spawner.RecycleReward(gameObject);
}
}
}

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using System.Threading.Tasks;
using UnityEngine;
namespace Mirror.Examples.NetworkRoom
{
internal static class Spawner
{
static GameObject prefab;
static byte poolSize = 10;
static Pool<GameObject> pool;
static ushort counter;
internal static void InitializePool(GameObject poolPrefab, byte count)
{
prefab = poolPrefab;
poolSize = count;
NetworkClient.RegisterPrefab(prefab, SpawnHandler, UnspawnHandler);
pool = new Pool<GameObject>(CreateNew, poolSize);
}
internal static void ClearPool()
{
if (prefab == null) return;
NetworkClient.UnregisterPrefab(prefab);
if (pool == null) return;
// destroy all objects in pool
while (pool.Count > 0)
Object.Destroy(pool.Get());
counter = 0;
pool = null;
}
static GameObject SpawnHandler(SpawnMessage msg) => Get(msg.position, msg.rotation);
static void UnspawnHandler(GameObject spawned) => Return(spawned);
static GameObject CreateNew()
{
// use this object as parent so that objects dont crowd hierarchy
GameObject next = Object.Instantiate(prefab);
counter++;
next.name = $"{prefab.name}_pooled_{counter:00}";
next.SetActive(false);
return next;
}
public static GameObject Get(Vector3 position, Quaternion rotation)
{
GameObject next = pool.Get();
// set position/rotation and set active
next.transform.SetPositionAndRotation(position, rotation);
next.SetActive(true);
return next;
}
// Used to put object back into pool so they can b
// Should be used on server after unspawning an object
// Used on client by NetworkClient to unspawn objects
public static void Return(GameObject spawned)
{
// disable object
spawned.SetActive(false);
// move the object out of reach so OnTriggerEnter doesn't get called
spawned.transform.position = new Vector3(0, -1000, 0);
// add back to pool
pool.Return(spawned);
}
[ServerCallback]
internal static void InitialSpawn()
{
for (byte i = 0; i < poolSize; i++)
SpawnReward();
}
[ServerCallback]
internal static void SpawnReward()
{
Vector3 spawnPosition = new Vector3(Random.Range(-19, 20), 1, Random.Range(-19, 20));
NetworkServer.Spawn(Get(spawnPosition, Quaternion.identity));
}
[ServerCallback]
internal static async void RecycleReward(GameObject reward)
{
NetworkServer.UnSpawn(reward);
await DelayedSpawn();
}
static async Task DelayedSpawn()
{
await Task.Delay(new System.TimeSpan(0, 0, 1));
SpawnReward();
}
}
}

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