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Documentation Index

Fetch the complete documentation index at: https://mintlify.com/ASTRA228b/Experimental/llms.txt

Use this file to discover all available pages before exploring further.

The Utils tab in Experimental’s in-game menu gives you full control over Gorilla Tag’s Photon room lifecycle. You can type a room code and join directly, hop into a random Forest session, or disconnect from your current room — all while watching live player count and room name update in real time.

In-Game UI

When you open the Utils tab, the panel shows your current connection state at the top, a text field for entering a room code, and three action buttons beneath it. While in a room, the header displays:
  • In Room: <ROOMNAME> — the current Photon room name
  • Players: X/10 — the live player count out of the 10-player cap
While disconnected, both lines fall back to Not in a room and Players: 0/10. Below the status block:
ControlAction
Enter Code text fieldType a room code (max 10 characters)
Join Room buttonLeaves any current room, then joins the typed code
Join Random buttonLeaves any current room, then joins a random Forest room
Leave buttonDisconnects from the current room
The room-code text field enforces a hard 10-character limit — GUILayout.TextField(roomcode, 10) — matching Gorilla Tag’s own room-code length cap.

Static API — RoomMods

All room actions are handled by the RoomMods static class in Experimental.Mods.OtherUtils. You can call these methods directly from other parts of the mod without going through the UI.
Joins a specific room by name. If the player is already in a room, Leave() is called first to ensure a clean disconnect before the new join is attempted.
RoomMods.JoinRoom("ABCDE");
Internally calls PhotonNetworkController.Instance.AttemptToJoinSpecificRoom(roomName, JoinType.Solo).Parameter
NameTypeDescription
roomNamestringThe exact Photon room name to join. Case-sensitive; max 10 characters when entered via UI.
Joins a random open room by triggering a Forest zone’s GorillaTriggerBox. If the player is already in a room, Leave() is called first.
RoomMods.JoinRandom();
The method picks one entry at random from the internal Zoner array of Forest join-zone GameObject paths, finds that object in the scene, and calls OnBoxTriggered() on its GorillaTriggerBox component — the same trigger the game uses when a player physically walks through a join portal.
JoinRandom targets the Forest map exclusively. The resulting room is selected by Photon matchmaking, so the exact room code is not known in advance.
Disconnects from the current Photon room and network session.
RoomMods.Leave();
Calls PhotonNetwork.Disconnect() directly. Both JoinRoom and JoinRandom invoke this automatically when you are already in a room, so you do not need to call it manually before joining.

Usage Examples

// Join a specific room — Leave() is handled automatically if already in one
RoomMods.JoinRoom("TREEHOUSE");
Calling JoinRoom or JoinRandom while already in a room will force-disconnect you first. Make sure any cleanup logic your other mods rely on has run before invoking these methods programmatically.

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