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Overview

PlayerIO and Unity

Project Structure

PlayerIOManager:- localtest flag enabled disabled when enabled then local machine test here Authenticate Player Send Message Connection Created

EventManagerUtils:- Enables scripts to communicate without references (decoupled architecture). Supports subscribing, unsubscribing, and raising typed events. GameEvent lets you send packaged data + optional callback LoginPage:- UI for login screen Connecting to PlayerIO lobby + room Showing connection status Waiting screen handling Listening for server messages Switching to GamePlayPage when match is found GamePlayPage handles: UI setup for player + opponent. Subscribing to server messages using EventManager. Mapping server message types → GameState handlers. Displaying opponent info when they connect. Routing every PlayerIO message to correct GameState. Managing card database for in-game card instances. Future gameplay: PlayCard, opponent card, updates.

ServerSide Code:-
 LobbyRoom.cs
  Accept players entering the lobby
  Queue them for matchmaking
  When 2 players are ready → create a 1v1 game room
  Send both players to that room

 GameRoom.cs
    Turn order
    Card draw/play
    Energy
    Timers

Messaging between server and Unity clients

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For Server Communicate and events receive send

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