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.