Skip to main content
Glama

Save Multiplayer settings

save_multiplayer
Destructive

PARTIAL SAVE: writes ONLY the 'Multiplayer' field of TitlePublicConfigurationModel; all other v1/v2 fields stay untouched. Realtime multiplayer (WebRTC peer-to-peer) - the engine is only the signaling server: it creates rooms, relays WebRTC offer/answer/ICE between room members and optionally relays lobby chat; game traffic then flows directly between players' browsers and never touches the server. The section is ABSENT by default, which means multiplayer is DISABLED: add it (SystemState.Enabled = true) to turn the Multiplayer module on. DefaultTopology: Mesh (everyone connects to everyone, 2-4 players) or Host (star: every player connects to the host, which runs the authoritative game simulation - required by host-authoritative games such as VoxelCraft). MaxPlayersPerRoom is a hard cap (default 8). MemberTimeoutMs is also how long a silent host keeps the host role before another member may take it over. IceServers are PUBLIC: list only STUN servers there; short-lived TURN credentials are issued by the engine to room members on create/join.

Input Schema

TableJSON Schema
NameRequiredDescriptionDefault
valueYesV2 definition of the title's realtime multiplayer (WebRTC signaling). Public-only data: feature switch, topology/chat defaults, limits, ICE servers.
title_idYesTitleID, для которого сохраняются данные.

Schema Changelog

Changes observed during successful MCP inspections.

  1. First observed

TDQS

Score is being calculated.

Try in Browser

Glama MCP Gateway

Add one secure layer between your agents and this server.