Whether player directions are active or not.
Number of ticks the physics engine waits after deciding that the game is over before ending the game.
The extrapolated version of this RoomState, or null if the data is not available.
Current state of the game, or null if the game is stopped.
Number of ticks the physics engine waits after each goal before restarting the game.
Gui-related values of the room.
The max value of kick rate limit.
The min value of kick rate limit.
The rate value of kick rate limit.
Name of this room.
The over-time limit of this current RoomState in seconds. -1 = no limit.
Number of ticks the physics engine waits after each pause before resuming the game.
All players that are currently in this room.
Whether the game will run its default logic or not. If this value is false, you will probably want to write your own game logic from scratch in onGameTick.
The score limit of this current RoomState. 0 = no limit.
The stadium that the game is currently being played in.
The custom colors for each team. The 0th index has null because it's the Spectators team.
Whether the teams are locked or not. The non-admin players are allowed to change teams only if this feature is disabled and the game is stopped.
The time limit of this current RoomState in seconds. -1 = no limit.
Returns a snapshot of the current room state. You can load the returned object directly into sandbox using its useSnapshot(roomState) function.
A complete snapshot of the current room state.
Returns the Player object for the player whose id is id.
The id of the player to be returned.
The Player object, or null if the player is not found.
Runs the simulation count steps. Use with extreme caution, especially on network rooms.
Number of steps to run the simulation.
void.
Whether the clock is paused or not.