If true, the room will be rejoined automatically when disconnected.
true
If true, a join/leave room button will be created in the menu.
true
If true, a join/leave room button for the view only URL will be created in the menu.
false
the object this component is attached to. Note that this is a threejs Object3D with some additional features
the unique identifier for this component
Optional
joinIf true, the room will be joined automatically when this component becomes active.
undefined which means it will join a random room if no roomName is set.
If true and no room parameter is found in the URL then no room will be joined.
false
The name of the room to join.
""
Optional
sourceholds the source identifier this object was created with/from (e.g. if it was part of a glTF file the sourceId holds the url to the glTF)
The URL parameter name to use for the room name. E.g. if set to "room" the URL will look like ?room=roomName
.
"room"
true if the object is enabled and active in the hierarchy
Get current room name from the URL parameter or the view parameter.
true if this component was destroyed (this.destroy()
) or the whole object this component was part of
the layer of the gameObject this component is attached to
the name of the gameObject this component is attached to
The room prefix to use for the room name. E.g. if set to "room_" and the room name is "name" the final room name will be "room_name".
shorthand for this.context.scene
the scene of the context
Is the gameObject marked as static
the tag of the gameObject this component is attached to
Optional
init: Partial<NoInternalNeedleEngineState<FilterStartingWith<FilterTypes<SyncedRoom, Function>, "_">>>Optional
earlyOptional
lateOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onCallback when this component joins a xr session (or becomes active in a running XR session)
Optional
onCallback when this component exists a xr session (or when it becomes inactive in a running XR session)
Optional
onOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onOptional
onCallback when a xr session updates (while it is still active in XR session)
Optional
onOptional
onXRControllerCallback when a controller is connected/added while in a XR session
OR when the component joins a running XR session that has already connected controllers
OR when the component becomes active during a running XR session that has already connected controllers
Optional
onXRControllerOptional
resolveOptional
startstarts a coroutine (javascript generator function)yield
will wait for the next frame:
yield WaitForSeconds(1)
to wait for 1 second.yield WaitForFrames(10)
to wait for 10 frames.yield new Promise(...)
to wait for a promise to resolve.generator function to start
event to register the coroutine for (default: FrameEvent.Update). Note that all coroutine FrameEvent callbacks are invoked after the matching regular component callbacks. For example FrameEvent.Update
will be called after regular component update()
methods)
the generator function (use it to stop the coroutine with stopCoroutine
)
onEnable() { this.startCoroutine(this.myCoroutine()); }
private *myCoroutine() {
while(this.activeAndEnabled) {
console.log("Hello World", this.context.time.frame);
// wait for 5 frames
for(let i = 0; i < 5; i++) yield;
}
}
Stop a coroutine that was previously started with startCoroutine
the routine to be stopped
the frame event to unregister the routine from (default: FrameEvent.Update)
Optional
supportsXROptional callback, you can implement this to only get callbacks for VR or AR sessions if necessary.
true if the mode is supported (if false the mode is not supported by this component and it will not receive XR callbacks for this mode)
Generated using TypeDoc
SyncedRoom is a behaviour that will attempt to join a networked room based on the URL parameters or a random room.
It will also create a button in the menu to join or leave the room.
You can also join a networked room by calling the core methods like
this.context.connection.joinRoom("roomName")
.Example: Join a networked room
Example: Join a random networked room
Example: Join a random networked room with prefix - this ensures that no room name collisions happen when running multiple applications on the same server instance