This is a system that is made to create lobbies and host separate game scenes for a max amount of players.
In this repo there is an example project to show a way to setup this system.
This is the scene that starts an instance of the Fish Networking server. It also loads the Networking Essentials scene as a global scene.
This is the scene that contains all the networked managers that always be used not caring about the lobby scenes.
The lobby scene that will be used. This has a GameObject called LobbyInstance, this GameObject holds all the data of a lobby (only on server) that is required to operate the lobby.
The Game scene that will be used. Just as the Lobby Scene holds this a GameInstance, this is the same as LobbyInstance just having its own state included.
This is the scene that will be used to start the client. When the client has joined they can then request a Lobby of the server and will then join that lobby.
You are allowed to expand this project in any way. Have any improvements? Open a pull request!
Thanks to the following contributers making this project better.
Upgrading from Fishnet v3.3.0 to v4.5.1