Lobbies
Joining a lobby
Join a lobby you found, or one you were invited to.
The node
Use Join Lobby (Async) with a Steam Lobby Id.
| Output | Meaning |
|---|---|
| On Success | You are in the lobby |
| On Failure | You are not. Read the Result. |
| Lobby | The lobby you joined |
| Result | Success, or why not |
You can get a lobby ID from a search result, from an invite, or from a lobby ID you stored earlier.
Why a join fails
The Result explanation tells the player something useful. Each of these needs a different response from them, which is why they are worth handling separately:
| Reason | What to tell the player |
|---|---|
| Lobby no longer exists | The host closed it. Refresh the list. |
| Lobby is full | Try another one. |
| Not allowed | It is private or friends only. |
| Banned from the lobby | Nothing they can do. |
| Someone blocked you | One of you has the other blocked on Steam. |
| Limited account | Steam requires a purchase before an account can use matchmaking. |
After joining
Once you are in:
Handling invites
A player can accept an invite from the Steam overlay or their friends list. When they do, Steam does not join anything. It asks your game to.
Bind On Lobby Join Requested on the SteamForge Lobbies subsystem:
| Output | Meaning |
|---|---|
| Lobby | The lobby to join |
| Friend | Who invited them, when known |
Respond by calling Join Lobby (Async) with that lobby ID.
This event also fires when the invite launched the game from cold. SteamForge reads the invite off the launch command line and reports it through the same event, so one binding covers both cases. In the cold launch case the Friend output is empty, because Steam does not provide it.
Where to go next
Lobby players, to show who is in the room.