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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​

SettingPurpose
Ring Cooldown TimeSeconds before the room bell can be rung again.
Debug ModeControls diagnostic logging.
RoomsOrdered list of room components.

Audio​

SettingPurpose
VolumeShared volume for room sounds.
Locked SoundPlayed when a player tries to enter a locked room.
Ring SoundPlayed when the room bell is rung.
Door Open SoundPlayed when entering or leaving a room, including accepting an invitation.
Button SoundFeedback 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.

ReferencePurpose
ScreenRoomScreen component that displays the controls for the player's current room.
Invite SystemInviteSystem component that sends and displays room invitations.
Transition AnimatorOptional PC transition played before teleporting.
Post Process VolumeOptional local night-mode volume.
Udon ConsoleOptional 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​

SettingPurpose
Entry PointTransform where players arrive when entering or accepting an invitation.
Exit PointTransform where players arrive when leaving through the room exit.
Screen PointTransform that sets the position and rotation of the room controls screen.

Room References​

ReferencePurpose
People TextTextMeshProUGUI component displaying the occupant count.
Caption Text OutsideTextMeshProUGUI component displaying the room caption outside.
Lock ImageImage shown when the room is locked.
DND ImageImage shown when the room has Do Not Disturb enabled.
LFC ImageImage shown when the room is looking for company.
Names ContentScroll-view content containing the occupant name labels.
Room SystemMain RoomSystem reference, assigned automatically during initialization.
Room CameraInside camera used for the intercom; wired in the prefab.
Intercom CameraOutside 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​

SettingPurpose
Default ColorButton color when the corresponding room option is off.
Locked ColorButton color when Locked or DND is on.
Active ColorButton color when LFC or Anonymous is on.

Localization​

SettingPurpose
Text LockedLock-button text when the room is locked.
Text UnlockedLock-button text when the room is unlocked.
Text Rang BellMessage displayed after the name of the player who rang the bell.

Screen References​

ReferencePurpose
Caption Text InsideTextMeshProUGUI component displaying the room caption on the controls screen.
Ringer TextTextMeshProUGUI component displaying the bell ringer's name and message.
Invites ContentScroll-view content containing the player invitation buttons.
Lock ButtonButton whose text and color reflect the room's lock state.
DND ButtonButton whose text and color reflect the room's Do Not Disturb state.
LFC ButtonButton whose text and color reflect the room's Looking For Company state.
Anonymous ButtonButton whose text and color reflect the room's anonymous state.
SliderNight-mode intensity slider, previously documented as NightModeSlider.
Input Field TextUnity UI Text component read when updating the room caption.
Invite Button PrefabPrefab used to create the player buttons in the invitation list.
Room SystemMain RoomSystem reference, assigned automatically during initialization.

Invite System​

Notification settings previously listed under RoomSystem are now on InviteSystem.

Setting / referencePurpose
Notification CanvasGameObject containing incoming invitation cards; follows the recipient's head.
Notification TextInvitation message template. Keep {0} where the sender's display name should appear.
Notification PrefabPrefab 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.