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Assign a Player a team example

Without configuration, tags don't do anything. You must target tags in your game scripts with CurrentPlayer.ReadOnlyTags(). You can place these scripts where you want, but you must attach the scripts to a NetworkObject (such as the Player).

The logic in the following example checks if the tag has a string rather than if it’s equal to a string to allow for more flexibility with the name of the tag. You can change this logic so that it checks for an exact match.

info

The following example uses the Contains method, which is case-sensitive by default. You can make it case-insensitive by passing the System.StringComparison.CurrentCultureIgnoreCase method.

Automatically assign a Player to a team

The following script automatically sets a NetworkVariable called Team based on the tag.

A Player with a Red tag automatically sets the Team NetworkVariable to Red. A Player with a Blue tag automatically sets the Team NetworkVariable to Blue.

using Unity.Netcode;
using UnityEngine;
using Unity.Multiplayer.Playmode;

public enum Team { Blue, Red, }

/// A player with a team that is automatically assigned
/// based on the tag of the client that owns them
public class Player : NetworkBehaviour
{
public NetworkVariable<Team> team = new (writePerm: NetworkVariableWritePermission.Owner);

void Start()
{
var localClientId = NetworkManager.Singleton.LocalClientId;
if (!team.CanClientWrite(localClientId))
{
return;
}
var mppmTag = CurrentPlayer.ReadOnlyTags();
if (mppmTag.Contains("Blue"))
{
team.Value = Team.Blue;
}
if (mppmTag.Contains("Red"))
{
team.Value = Team.Red;
}
}
}