Whenever a “user (in ODIN language it’s a peer) joins a room, this event is triggered in all clients. You can listen to this event in your own code as shown in the example above. You can use this to fill an array with active players/users in your game.

The structure of the function looks like this (PeerJoinedProxy ):

public class PeerJoinedProxy : UnityEvent<object, PeerJoinedEventArgs>

In this example, taken from our Integration guide user data is stored in a CustomUserDataJsonFormat format (you can use any format you like). See our guides for more info on this topic.