The PlayerArmingScreen widget is a prefab that can be used to allow players to ready up and continue to the specified Scene after enough players are armed (ready).

The PlayerArmingScreen prefab requires the Gameboard GameObject to be present. Find the Gameboard menu at the top of the unity header and click "Add SDK" to add the Gameboard GameObject to your project. If you do not have the Gameboard menu options, see Gameboard SDK Access

Step-by-Step

Find the Gameboard menu at the top of the unity header and click "Add Arm Screen" to add the PlayerArmingScreen GameObject to your scene.

Step-by-Step

This will add a screen the side of the Gameboard that can act as a lobby for players to arm/disarm.

Step-by-Step

You will notice the Player Arming Script on the PlayerArmingScreen GameObject has a few customizable options.

Step-by-Step

Update the Min Required Users with the number of players required to play your game. Update the Next Scene by selecting the scene you want to navigate to once players have Armed up and clicked the Start Button.

All the other properties only need to be updated if you want to customize the look/feel.

For example, you can take the ArmPlayerSlider.prefab object that is located in Packages > Gameboard Unity > Runtime > Tools > Prefabs and modify it to your liking, and then add it to the PlayerArmingScreen Script so it displays your desired sliders.

Property Descriptions

Once running the game, the widget will display an ArmingSlider for each UserPresence as users join the board. The users can slide those sliders to mark themselves as Armed, meaning they are ready to play. Once the minimun required users mark themselves as armed, the Start Button will appear. Clicking that button will navigate to the Scene specified by the Next Scene option.

Step-by-Step

Video Example:

Step-by-Step

To access the users that were armed, use the PlayerArmingController.

This controller handles Arming and Disarming users and stores the armed players.

We will first need to define a reference to the controller to make it available throughout our script.

     PlayerArmingController playerArmingController;

And then in the Start method, define the controller.

     playerArmingController = gameboardObject.GetComponent<PlayerArmingController>();

Now you can use playerArmingController to access the armed users in your new scene.

The method below will return a list of GameboardUserPresenceEventArg objects with information on the users that are armed.

    playerArmingController.GetArmedPlayers();