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Automatic update of the reference pages [skip ci]
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docs/gdevelop5/all-features/expressions-reference.md

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@@ -919,6 +919,7 @@ Allow players to connect to lobbies and play together. [Read more explanations a
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| `Multiplayer::PlayerUsername()` | Get the username of the player in the lobby. ||
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| `Multiplayer::PlayerVariableOwnership()` | Return the player owning the variable. ||
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| `Multiplayer::PlayersInLobbyCount()` | Return the number of players in the lobby. ||
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| `Multiplayer::QuickJoinFailureReason()` | Returns the reason why the Quick join action failed. It can either be 'FULL' if all lobbies were occupied, 'NOT_ENOUGH_PLAYERS' if the lobby's configuration requires more than 1 player to start the game and no other players were available. It can also take the value 'UNKNOWN'. ||
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## Multiplayer object (from extension Multiplayer)
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docs/gdevelop5/all-features/multiplayer/reference.md

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**Open Game Lobbies**
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Open the game lobbies window, where players can join lobbies or see the one they are in.
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**Join the next available lobby**
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Join the next available lobby. The player will join the game instantly if this is possible.
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**Remove ownership of variable**
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Remove the ownership of the variable. It will still be synchronized to other players, but the host owns it.
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**Player is host**
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Check if the player is the host. (Player 1 is the host)
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**Is searching for a lobby to join**
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Is searching for a lobby to join.
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**Objects synchronization rate**
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Compare objects synchronization rate (between 1 and 60, default is 30 times per second).
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**Number of players in lobby**
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Compare the number of players in the lobby.
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**Quick join failed to join a lobby**
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Quick join failed to join a lobby.
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## Expressions
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| Expression | Description | |
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| `Multiplayer::PlayerUsername()` | Get the username of the player in the lobby. ||
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| `Multiplayer::PlayerVariableOwnership()` | Return the player owning the variable. ||
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| `Multiplayer::PlayersInLobbyCount()` | Return the number of players in the lobby. ||
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| `Multiplayer::QuickJoinFailureReason()` | Returns the reason why the Quick join action failed. It can either be 'FULL' if all lobbies were occupied, 'NOT_ENOUGH_PLAYERS' if the lobby's configuration requires more than 1 player to start the game and no other players were available. It can also take the value 'UNKNOWN'. ||
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## Multiplayer object
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