Settings
info
These docs were last updated for Room System 2.0.0-beta.14.
Room System
The main RoomSystem handles room updates, invitations, sounds, and transitions. Keep one enabled RoomSystem in the scene.
Settings
| Setting | Purpose |
|---|---|
| Ring Cooldown Time | Seconds before the room bell can be rung again. |
| Debug Mode | Controls diagnostic logging. |
| Rooms | Ordered list of room components. |
Audio
| Setting | Purpose |
|---|---|
| Volume | Shared volume for room sounds. |
| Locked Sound | Played when a player tries to enter a locked room. |
| Ring Sound | Played when the room bell is rung. |
| Door Open Sound | Played when entering or leaving a room, including accepting an invitation. |
| Button Sound | Feedback for room control actions and incoming invitations. |
References
Keep the supplied prefab references unless you are replacing the corresponding component. In beta.14, notification settings belong to Invite System, below.
| Reference | Purpose |
|---|---|
| Screen | RoomScreen component that displays the controls for the player's current room. |
| Invite System | InviteSystem component that sends and displays room invitations. |
| Transition Animator | Optional PC transition played before teleporting. |
| Post Process Volume | Optional local night-mode volume. |
| Udon Console | Optional VUdon Logger destination when that integration is enabled; not exposed by the current custom Inspector. |
Room
Each Room represents one private room and uses a box trigger to track occupants.
Room Settings
| Setting | Purpose |
|---|---|
| Entry Point | Transform where players arrive when entering or accepting an invitation. |
| Exit Point | Transform where players arrive when leaving through the room exit. |
| Screen Point | Transform that sets the position and rotation of the room controls screen. |
Room References
| Reference | Purpose |
|---|---|
| People Text | TextMeshProUGUI component displaying the occupant count. |
| Caption Text Outside | TextMeshProUGUI component displaying the room caption outside. |
| Lock Image | Image shown when the room is locked. |
| DND Image | Image shown when the room has Do Not Disturb enabled. |
| LFC Image | Image shown when the room is looking for company. |
| Names Content | Scroll-view content containing the occupant name labels. |
| Room System | Main RoomSystem reference, assigned automatically during initialization. |
| Room Camera | Inside camera used for the intercom; wired in the prefab. |
| Intercom Camera | Outside camera used for the intercom; wired in the prefab. |
Room Screen
The shared RoomScreen moves to the active room's Screen Point and displays its controls.
Colors
| Setting | Purpose |
|---|---|
| Default Color | Button color when the corresponding room option is off. |
| Locked Color | Button color when Locked or DND is on. |
| Active Color | Button color when LFC or Anonymous is on. |
Localization
| Setting | Purpose |
|---|---|
| Text Locked | Lock-button text when the room is locked. |
| Text Unlocked | Lock-button text when the room is unlocked. |
| Text Rang Bell | Message displayed after the name of the player who rang the bell. |
Screen References
| Reference | Purpose |
|---|---|
| Caption Text Inside | TextMeshProUGUI component displaying the room caption on the controls screen. |
| Ringer Text | TextMeshProUGUI component displaying the bell ringer's name and message. |
| Invites Content | Scroll-view content containing the player invitation buttons. |
| Lock Button | Button whose text and color reflect the room's lock state. |
| DND Button | Button whose text and color reflect the room's Do Not Disturb state. |
| LFC Button | Button whose text and color reflect the room's Looking For Company state. |
| Anonymous Button | Button whose text and color reflect the room's anonymous state. |
| Slider | Night-mode intensity slider, previously documented as NightModeSlider. |
| Input Field Text | Unity UI Text component read when updating the room caption. |
| Invite Button Prefab | Prefab used to create the player buttons in the invitation list. |
| Room System | Main RoomSystem reference, assigned automatically during initialization. |
Invite System
Notification settings previously listed under RoomSystem are now on InviteSystem.
| Setting / reference | Purpose |
|---|---|
| Notification Canvas | GameObject containing incoming invitation cards; follows the recipient's head. |
| Notification Text | Invitation message template. Keep {0} where the sender's display name should appear. |
| Notification Prefab | Prefab used for each invitation card; wired in the supplied prefab. Its RoomInvite component uses an Invite Text TextMeshProUGUI reference to display the message. |
For a guide to using rooms and inviting friends, see Usage.