tag

#lobby

6 items (1 guide · 5 fixes)

guides
fixes
26.07.08e
"CreateLobby is async: IsActive is still false on the same frame"

Networking.CreateLobby is async: Networking.IsActive is still false on the same frame, so any branch on IsActive takes the wrong path. Gate on your own synchronous mode enum instead.

26.07.15a
"Gate the exact lobby you connect to, not query result [0]"

When a lobby query drives a connect, validate the exact lobby candidate you will connect to (not results[0]), or a peer can connect to a lobby it never validated (build-skew, wrong-host connect that no gate catches).

26.07.08e
"Published-build client join reloads the assembly, wiping all statics"

A published-build client join reloads the game assembly, wiping all statics. The reconstruct-not-reset fix from the scene-handoff case has nothing to reconstruct from unless join intent is persisted to disk.

26.07.15
"QueryLobbies never finds your Hidden lobby"

Networking.QueryLobbies appends a hidden:0 filter unless you pass a truthy hidden key, so a Hidden lobby is structurally excluded from every ordinary query. The bool overload param is includeServers, not hidden-inclusion. And editor hosts force Private privacy, which no filter overrides.

26.07.15a
"Steam lobby metadata survives host game switch"

A Steam lobby survives its host switching to a different s&box game with stale metadata: a joiner connects and loads the wrong game's content.

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