Search Unity

Unity Multiplayer Ready NetworkLobbyPlayers in NetworkLobbyManager

Discussion in 'Connected Games' started by Cosmas, Feb 28, 2016.

  1. Cosmas


    Jan 9, 2010
    I've gone over the Lobby Manager tutorial and I essentially have a working lobby where the game will countdown and start after all players have clicked 'Ready,' this is great but I want to alter it so I can stop the countdown timer when players deactivate their ready buttons (it works like a toggle like in most games).

    To issue a ready call I do this:
    Code (CSharp):
    1. public void ToggleReady()
    2.         {
    3.             if (readyToBegin)
    4.             {
    5.                 readyButtonText.color =;
    6.                 SendNotReadyToBeginMessage();
    7.             }
    8.             else
    9.             {
    10.                 readyButtonText.color =;
    11.                 SendReadyToBeginMessage();
    12.             }
    13.         }
    The problem is this, once a player activates ready the countdown starts but if they attempt to then deactivate ready I get:

    I'm really not sure what object its referring to being null. At no point do I destroy the player label or anything that might contain a reference back to this. The lobby manager is pretty well documented but its unclear how these other components interact with one another and unfortunately the sample LobbyManager tutorial doesn't have a 'stop countdown' feature.
    Last edited: Feb 28, 2016