Testing Multiplayer
The number one best way to test multiplayer is to have someone join your game.. but that's obviously not always possible.
The number one best way to test multiplayer is to have someone join your game.. but that's obviously not always possible.
New Instance
For this reason you can spawn another instance of the game, which will join your currently running session.
To do this, click on the network status icon in the header bar, and select Join via new instance.

A new instance of the game will appear and join your game.
Iterating
You can continue to code on your main instance, with the game running and the other instance joined. The code changes will be mirrored to the other client. In fact, they'll be mirrored to all clients - so even if you have a friend join, their game will update.
Reconnect
If you need to reconnect, you can do this via the reconnect command.
Joining manually
You can open an instance and manually join your local editor session by running connect local in the console.
Referenced API
Canonical API pages mentioned in this guide.
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Holds the backend state for a Gizmo scope. This allows us to have multiple different gizmo states (for multiple views, multiple windows, game and editor) and push them as the current active state whenever needed.
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This is a "fake" connection for the local player. It is passed to RPCs when calling them locally etc.
The current local transform.
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Get the stats for the local player