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Multiplayer teams and rounds
Build a shared arena from authored Player slots. PixelRifts assigns connections to those slots and runs every clock, spawn, hit, point, and winner on the authoritative server.
Build the player slots
- Keep one complete Player object, then copy and paste it until you have the number of simultaneous slots you want (maximum eight).
- Add Round rules or place the Round controller. Workshop adds Health and a starter Team to Player slots that lack them.
- Select every Player and edit Team. Teammates must reuse the exact team ID, label, and color. Use at least two team IDs before testing a real match.
- Give players a Projectile weapon if the mode should score combat defeats.
Player slots are not account-selected characters. The room authority assigns each joining session to one available authored slot. A browser cannot claim another slot or team.
Place team spawns
Place Team A spawn and Team B spawn, or add Team spawn point to transformed markers. Enter the matching team ID. Several points for one team use Order, stable marker ID, and stable Player ID to spread teammates deterministically. With no matching marker, that Player uses its authored start position.
Spawn markers are Workshop-visible objects. Their Transform is authoritative; the browser cannot submit a spawn coordinate.
Configure the match
- Score awards one team point when a player authoritatively defeats a player on another team. Defeated players return after Respawn ticks. The score limit or time limit ends the round.
- Elimination gives no mid-round respawn. The last living team wins; the time limit can end in a leading-score result or a tie.
- Minimum players controls readiness. A match also needs active slots from at least two teams.
- Warmup, round duration, and intermission use fixed ticks; 60 ticks equal one second.
- Rounds to win ends the match when one team reaches that many round wins.
- Friendly fire lets projectiles hurt teammates. It is off by default.
The player HUD shows phase, round clock, scores, round wins, and the winner. Disconnecting enough slots returns the match to waiting instead of inventing participants.
Current boundary
This is room gameplay, not matchmaking or a ranked service. It adds no persistent rating, tournament bracket, spectator role, player-authored team name, arbitrary chat, or automatic competitive reward. Add those only through later platform-owned systems with their own abuse and operations boundaries.
See Combat and enemies, Object components, and Realtime protocol.