📄️ DynamicInteriorState
A networked game state for dynamically-loaded interiors. Supports flexible session joining, dynamic spawn point logic, and interior-specific UI rendering.
📄️ GameBaseState
Abstract base class for defining modular game states in the m00m state machine system. Intended to be inherited by all concrete state implementations within the GameStateManager.
📄️ GameStateManager
Central controller for game flow, responsible for managing transitions between initialization, login UI states, and various minigame modes. It serves as a hub that integrates services like multiplayer, orchestration, audio configuration, analytics, and scene management.
📄️ GameStateWithPlayer
Extension of GameBaseState that integrates player-specific logic and Fusion networking callbacks. This is the base class for any state that requires networked player presence, spawning, or multiplayer lifecycle handling.
📄️ InitializeApplicationState
The InitializeApplicationState class is an entry-point state in the game flow that handles early bootstrapping for both client and server instances. It performs service initialization (Unity, Firebase, Vivox), splash UI loading, dependency injection, and transitions into the first functional menu state once all setup completes.
📄️ MenuUIState
The MenuUIState is a flexible, reusable UI-focused game state used to display a menu or user interface screen. It supports both Addressable and non-addressable UI workflows and can preload UI assets to reduce latency during transitions.
📄️ OpenLobbyPlayMode
Concrete GameStateWithPlayer implementation for open lobby play mode. It manages UI loading, matchmaking connection, and playtime logging, and coordinates player entry into the shared game space.