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Sample Index and Integration Examples

Sample index

Before entering Play Mode, use Configure Supplied Samples for Rocket Rumble and Persistent Sessions. Split Screen Playgrounds run independently. Customize customer-owned copies rather than supplied assets.

Sample / capacity Open Study
Rocket Rumble 2D, 2–4 Main Menu (Assets/LevelArgento/CouchCoopBuilder/Samples/RocketRumble2D/Scenes/RocketRumble2DMainMenu.unity) Platform combat, owned actions, settings, reversible Drop Out/Rejoin; fixed Shared Camera
Rocket Rumble 3D, 2–4 Main Menu (Assets/LevelArgento/CouchCoopBuilder/Samples/RocketRumble3D/Scenes/RocketRumble3DMainMenu.unity) XZ combat, the same profile/settings flow, optional individual views and runtime Camera Settings
Split Screen Playgrounds, 1–8 3D (Assets/LevelArgento/CouchCoopBuilder/Samples/SplitScreenPlaygrounds/Scenes/SplitScreenPlayground3D.unity) / 2D (Assets/LevelArgento/CouchCoopBuilder/Samples/SplitScreenPlaygrounds/Scenes/SplitScreenPlayground2D.unity) Direct join/entry, camera providers/follow examples, selectable 2P/3P and automatic 4–8 layouts
Supplied lobby templates, up to 4 visual slots Copy a style with the Wizard Authored panels, shared stage or carousel, previews, independent focus and one shared Start
Existing Canvas example, 2 authored roots ExistingCanvasLobby (Assets/LevelArgento/CouchCoopBuilder/Samples/ExistingCanvas/ExistingCanvasLobby.unity) Explicit UI references and reuse; author more roots for up to eight
Persistent sessions example, 4 PersistentLobbyPrototype (Assets/LevelArgento/CouchCoopBuilder/Prototypes/Persistent/PersistentLobbyPrototype.unity) Identity/selection across lobby/game return; scene-local Ready
Included Smart UI samples Quick Start, Focus Management, Navigation Showcase Focus recovery, scopes, modals and navigation; no Couch player joining

The gameplay context examples can create an eight-capacity input bootstrap when opened standalone; standalone joining does not select a character automatically. To demonstrate selected-character spawning, enter through a configured lobby with confirmed selections. Use the sample host's Return to Origin Lobby (Play Mode) context action to return. None of these diagnostic examples supplies general movement or game rules.

Related guides: Character Catalog and Previews, Gameplay Integration, Input Binding Profiles, Split Screen Cameras, Included Smart UI Focus & Navigation.

Gameplay examples

The sample index links every entry scene. Context examples support eight sessions and show ownership in the Inspector; they have no movement or match rules:

Example What to study
API Only (Assets/LevelArgento/CouchCoopBuilder/Samples/Gameplay/GameplayApiOnly.unity) Public contexts without representation bindings
Existing Objects (Assets/LevelArgento/CouchCoopBuilder/Samples/Gameplay/GameplayExistingObjects.unity) Eight authored indexed objects; the inactive P8 object stays inactive
Custom Provider (Assets/LevelArgento/CouchCoopBuilder/Samples/Gameplay/GameplayCustomProvider.unity) Indexed provider, one resolution per session per enabled cycle
Explicit Spawn Points (Assets/LevelArgento/CouchCoopBuilder/Samples/Gameplay/GameplaySpawnPoints.unity) Eight indexed poses, selected Gameplay Prefabs and framework clone ownership
Origin + Offset (Assets/LevelArgento/CouchCoopBuilder/Samples/Gameplay/GameplaySpawnOriginOffset.unity) Rotated formation and owned-input diagnostics on resolved clones
Custom Placement (Assets/LevelArgento/CouchCoopBuilder/Samples/Gameplay/GameplaySpawnCustomPlacement.unity) A placement provider returning poses without creating objects

For selected-character handoff, use your own saved lobby, assign a valid catalog, target the chosen scene on PersistentScenePrototype and enable both scenes in the scene list used by the active Build Profile. Join/confirm, Start Game, inspect the context/binding, then use Return to Origin Lobby (Play Mode) on the sample host. Selection/session identity persists; Ready resets. The scenes can create an eight-capacity bootstrap when opened standalone, but Join alone does not select a character; spawning needs a confirmed selection.

Origin + Offset demonstrates the generic gameplay defaults: A WASD/IJKL/F/R/Space/T; B arrows/numpad look/Enter/Right Shift/numpad 0/Y; gamepads left stick or D-pad/right stick/South/East/West/Start, for Move/Look/Primary/Secondary/Jump/Pause respectively. Generic joysticks use their configured profile. These defaults differ from Rocket Rumble's sample controls. PlayerInputSampleCapsule is an authored example of the disabled UnityEvent bridge described above; it is not required for other strategies.

When adapting a sample, check independent input, Leave/rejoin of a middle seat, device loss and repeated lobby returns. Surviving indexes/users stay stable; each new scene gets fresh scene-owned bindings. See Chapter 20 — Troubleshooting and the isolated ResolutionFailed/InputBindingFailed diagnostic when configuration is missing.