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.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.
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 namePlayers: X/10— the live player count out of the 10-player cap
Not in a room and Players: 0/10.
Below the status block:
| Control | Action |
|---|---|
| Enter Code text field | Type a room code (max 10 characters) |
| Join Room button | Leaves any current room, then joins the typed code |
| Join Random button | Leaves any current room, then joins a random Forest room |
| Leave button | Disconnects 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.
RoomMods.JoinRoom(string roomName)
RoomMods.JoinRoom(string roomName)
Joins a specific room by name. If the player is already in a room, Internally calls
Leave() is called first to ensure a clean disconnect before the new join is attempted.PhotonNetworkController.Instance.AttemptToJoinSpecificRoom(roomName, JoinType.Solo).Parameter| Name | Type | Description |
|---|---|---|
roomName | string | The exact Photon room name to join. Case-sensitive; max 10 characters when entered via UI. |
RoomMods.JoinRandom()
RoomMods.JoinRandom()
Joins a random open room by triggering a Forest zone’s The method picks one entry at random from the internal
GorillaTriggerBox. If the player is already in a room, Leave() is called first.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.
RoomMods.Leave()
RoomMods.Leave()
Disconnects from the current Photon room and network session.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.