Several Gorilla tools allow you to create Multiplayer tasks, where several participants take part in a task together, in real time. Currently, multiplayer is limited to Task Builder 2, but support for Game Builder will be coming soon and use a lot of the same concepts.
This page lists all the multiplayer-specific components and how they work. Browse the list on the side to find the prefab or component you're interested in using.
This component allows multiple players to communicate with each other. Text one player sends via the chat box will appear to players in the same room.
To set this up, create a network data field in which to store the chat data.
Each response the participant gives will create a new line in their data, with the reaction time that their message is sent. The Response column will contain the text of that message.
To see the full conversation so far, look to the Network Store column.
In your Network Store column, you will see something like the following:
For each message, first you will see the participant private ID, then, after the word “message” you will see the text the participant entered into the chat box. Messages will be displayed in order they were entered, with the most recent message (the one from the participant that entered the data row) coming last.
Network Data Field
The network data field to store this chat log in.
The tag for this response.
Position of the center of the bounding box, relative to the center of container.
Size of the bounding box
This component, when added to an object, allows you to show the object to one of your players, but not the others. This is useful e.g. for response buttons where only one player is supposed to respond, and the other players are supposed to wait.
Note: This component alone doesn't allow one player to advance the screen. You would also need to add a screen component Advance - Multiplayer which allows you to determine who has control over advancing the screen. For example, you would set this component to Player A. Why we need it: As a default, multiplayer tasks will wait for a response from each Player before advancing the screen, therefore if you don't have the Advance - Multiplayer component, the screen will wait for Player B to also press something before the screen continues, and unless you have a continue button or another way to progress the screen for Player B, the Players will get stuck. You want Player A to control advancement so adding this component will ensure that action.
The player to show this object for.
Control whether one player can advance the screen for all players, or whether all players need to complete the screen to advance. This component is added to the Screen.
Specify whether all players need to complete to advance ('All') or just one player ('First')
Allow only a specific player to advance the screen. This component is added to the Screen.
Which player should advance the screen