React hooks for Colyseus multiplayer applications.
npm install @colyseus/reactPeer dependencies: @colyseus/sdk, @colyseus/schema, and react (>=18.3.1).
Every hook is safe to render on the server. A room is a live client-side
connection and is never serialized for hydration, so on the server the hooks
render as though nothing is connected — useRoomState() returns undefined,
useRoom() reports isConnecting: true, and the predict hooks return
undefined. Connection happens in an effect, so the live room arrives on the
re-render right after hydration.
Render the connecting state rather than assuming state exists:
const players = useRoomState((state) => state.players);
if (!players) return <Spinner />; // server render + first client paintThe package ships a "use client" directive, so you can import it from a
Next.js App Router Server Component without the build failing. The hooks
themselves still run on the client, as any React hook does.
Manages the lifecycle of a Colyseus room connection. Handles connecting, disconnecting on unmount, and reconnecting when dependencies change. Works correctly with React StrictMode.
import { Client } from "@colyseus/sdk";
import { useRoom } from "@colyseus/react";
const client = new Client("ws://localhost:2567");
function Game() {
const { room, error, isConnecting } = useRoom(
() => client.joinOrCreate("game_room"),
);
if (isConnecting) return <p>Connecting...</p>;
if (error) return <p>Error: {error.message}</p>;
return <GameView room={room} />;
}The first argument is a callback that returns a Promise<Room> — any Colyseus matchmaking method works (joinOrCreate, join, create, joinById, consumeSeatReservation).
Reconnecting on dependency changes:
const { room } = useRoom(
() => client.joinOrCreate("game_room", { level }),
[level],
);When level changes the previous room is left and a new connection is established.
Conditional connection:
Pass a falsy value to skip connecting until a condition is met:
const { room } = useRoom(
isReady ? () => client.joinOrCreate("game_room") : null,
[isReady],
);Subscribes to Colyseus room state changes and returns immutable plain-object snapshots. Unchanged portions of the state tree keep referential equality between renders, so React components only re-render when the data they use actually changes.
import { useRoom, useRoomState } from "@colyseus/react";
function Game() {
const { room } = useRoom(() => client.joinOrCreate("game_room"));
const state = useRoomState(room);
if (!state) return <p>Waiting for state...</p>;
return <p>Players: {state.players.size}</p>;
}Using a selector to subscribe to a subset of the state:
const players = useRoomState(room, (state) => state.players);Only components that read players will re-render when the players map changes.
Subscribes to Colyseus room messages. The callback is kept in a ref so it is always up-to-date without re-subscribing. Automatically unsubscribes when the room changes or the component unmounts.
import { useRoom, useRoomMessage } from "@colyseus/react";
function Chat() {
const { room } = useRoom(() => client.joinOrCreate("game_room"));
const [messages, setMessages] = useState<string[]>([]);
useRoomMessage(room, "chat", (message) => {
setMessages((prev) => [...prev, message]);
});
return (
<ul>
{messages.map((msg, i) => <li key={i}>{msg}</li>)}
</ul>
);
}Pass "*" as the type to listen to all message types.
Connects to a Colyseus Lobby Room and provides a live-updating list of available rooms. The list is automatically maintained as rooms are created, updated, and removed.
import { Client } from "@colyseus/sdk";
import { useLobbyRoom } from "@colyseus/react";
const client = new Client("ws://localhost:2567");
function Lobby() {
const { rooms, error, isConnecting } = useLobbyRoom(
() => client.joinOrCreate("lobby"),
);
if (isConnecting) return <p>Connecting...</p>;
if (error) return <p>Error: {error.message}</p>;
return (
<ul>
{rooms.map((room) => (
<li key={room.roomId}>
{room.name} — {room.clients}/{room.maxClients} players
</li>
))}
</ul>
);
}Return value:
| Field | Type | Description |
|---|---|---|
rooms |
RoomAvailable<Metadata>[] |
Live list of available rooms |
room |
Room | undefined |
The underlying lobby room connection |
error |
Error | undefined |
Connection error, if any |
isConnecting |
boolean |
true while connecting to the lobby |
Manages the full lifecycle of a Colyseus matchmaking queue: connecting to the queue room, tracking group size, receiving a seat reservation, confirming, and consuming the seat to join the match room. Cleans up both rooms on unmount.
import { Client } from "@colyseus/sdk";
import { useQueueRoom } from "@colyseus/react";
const client = new Client("ws://localhost:2567");
function Matchmaking() {
const { room, clients, isWaiting, error } = useQueueRoom(
() => client.joinOrCreate("queue", { rank: 1200 }),
(reservation) => client.consumeSeatReservation(reservation),
);
if (error) return <p>Error: {error.message}</p>;
if (room) return <GameScreen room={room} />;
if (isWaiting) return <p>Waiting for match... {clients} players in group</p>;
return <p>Connecting...</p>;
}The first argument connects to the queue room. The second argument is called with the SeatReservation once a match is found — use client.consumeSeatReservation() to join the match room.
Return value:
| Field | Type | Description |
|---|---|---|
room |
Room | undefined |
The match room, once the seat has been consumed |
queue |
Room | undefined |
The queue room while waiting (undefined after match is joined) |
clients |
number |
Number of clients in the current matchmaking group |
seat |
SeatReservation | undefined |
The seat reservation, once received |
error |
Error | undefined |
Connection or matchmaking error |
isWaiting |
boolean |
true while connected to the queue and waiting for a match |
React bindings for the @colyseus/sdk Predict tools — client prediction, reconciliation and remote smoothing. See the netcode docs for the underlying concepts.
The one rule: structure renders through snapshots, motion renders through predict reads. useRoomState re-renders at patch rate with raw synced values — rendering positions from it gives you jittery patch-rate motion. Predicted/smoothed values change every frame and must stay out of the React render cycle: read them with predict.value(instance, field) inside your frame loop (R3F useFrame, or the usePredictLoop callback) and write into refs.
All hooks below exist in two forms: standalone (useX(room, ...)) and bound (returned by createRoomContext(options), no room argument). Pass Predict options once via createRoomContext({ predict: { mode: "lerp", delay: 100 } }).
Returns the room's shared Predict instance. Predict.get() constructs a fresh instance per call, so the hook memoizes one per room, reference-counts consumers, and disposes it when the last consumer unmounts.
Returns the room's InputHandle (room.input() — idempotent, stable per room). Stage fields on input.data, then input.send() once per fixed step inside the usePredictLoop callback.
Owns the per-frame driver: calls predict.tick(now) once per frame and hands you the number of fixed steps due — stage + send exactly that many inputs inside the callback ("send before you read"). By default it runs its own requestAnimationFrame; with { external: true } it returns a drive(now?) function to call from a frame loop you already have:
// React Three Fiber — drive at an early priority so ticks precede reads:
const drive = usePredictLoop(onSteps, { external: true });
useFrame(() => drive(), -1);Active prediction for the entity you control — predict.reconciler() with the lifecycle handled: waits for the entity to spawn (select: (state, room) => instance), recreates the controller if the server replaces the instance, and disposes on unmount. options.input defaults to the room's handle.
const me = useReconciler(
(state, room) => state.players.get(room.sessionId),
{ step: (ctx, p, cmd) => applyInput(p, cmd, ctx.dt), smoothing: 15, snap: 5 },
);Passive smoothing for a root-state collection — predict.attachAll() as an effect, detached on unmount. Attach angular fields in a separate call:
useAttachAll("players", { mode: "lerp", fields: ["x", "y", "z"] });
useAttachAll("players", { mode: "lerp", fields: ["heading"], angle: true });Optimistic event channel — predict.defineEvent() with teardown on unmount, plus reactivity: the calling component re-renders on predict/confirm/reject/unpredicted, so flag-shaped derives work in plain render code:
const pickups = useEventChannel({
confirmOn: { collection: "items", field: "alive", equals: false },
});
const hidden = !item.alive || pickups?.has(id);Select a decoded schema instance (what the Predict APIs key off), re-rendering only when its identity changes — never on field updates. useSessionEntity is the common case: your own entity by sessionId.
Bridges useRoomState snapshots back to their decoded instance, for predict.value() reads on entities you render from snapshot lists:
const source = getSchemaInstance(playerSnapshot);
useFrame(() => { ref.current.position.x = predict.value(source, "x"); });The "buffer, then consume" input recipe as a hook: press() in the React event handler, consume() inside the send loop so a tap lands on exactly one fixed step — never lost on a 0-step frame, never doubled on a multi-step frame.
For a complete working example (R3F + prediction + remote lerp), see r3f-lobby-car-prototype.
Creates a set of hooks and a RoomProvider component that share a single room connection across React reconciler boundaries (e.g. DOM + React Three Fiber). The room is stored in a closure-scoped external store rather than React Context, so the hooks work in any reconciler tree that imports them.
import { Client } from "@colyseus/sdk";
import { createRoomContext } from "@colyseus/react";
const client = new Client("ws://localhost:2567");
const { RoomProvider, useRoom, useRoomState } = createRoomContext();Wrap your app with RoomProvider:
function App() {
return (
<RoomProvider connect={() => client.joinOrCreate("game_room")}>
<UI />
<Canvas>
<GameScene />
</Canvas>
</RoomProvider>
);
}RoomProvider accepts a connect callback (same as the standalone useRoom hook) and an optional deps array. Pass a falsy value to connect to defer the connection.
Use the hooks in any component — DOM or R3F:
function UI() {
const { room, error, isConnecting } = useRoom();
const players = useRoomState((state) => state.players);
if (isConnecting) return <p>Connecting...</p>;
if (error) return <p>Error: {error.message}</p>;
return <p>Players: {players?.size}</p>;
}The returned useRoom() and useRoomState(selector?) work identically to the standalone hooks but don't require you to pass the room as an argument.
Creates a LobbyProvider and useLobby hook for sharing lobby room data globally across your app — useful when you need room metadata available persistently alongside an active game room, not just on a lobby screen. Like createRoomContext, it uses a closure-scoped external store so the hook works across reconciler boundaries.
import { Client } from "@colyseus/sdk";
import { createLobbyContext, createRoomContext } from "@colyseus/react";
const client = new Client("ws://localhost:2567");
const { LobbyProvider, useLobby } = createLobbyContext<MyMetadata>();
const { RoomProvider, useRoom, useRoomState } = createRoomContext();Wrap your app with LobbyProvider (can nest with RoomProvider):
function App() {
return (
<LobbyProvider connect={() => client.joinOrCreate("lobby")}>
<RoomProvider connect={() => client.joinOrCreate("game_room")}>
<UI />
<Canvas>
<GameScene />
</Canvas>
</RoomProvider>
</LobbyProvider>
);
}LobbyProvider accepts a connect callback (same as useLobbyRoom) and an optional deps array. The lobby connection persists independently of the game room.
Access lobby data from any component — even deep inside the game:
function RoomBrowser() {
const { rooms, error, isConnecting } = useLobby();
if (isConnecting) return <p>Loading rooms...</p>;
if (error) return <p>Error: {error.message}</p>;
return (
<ul>
{rooms.map((room) => (
<li key={room.roomId}>
{room.metadata.displayName} — {room.clients}/{room.maxClients}
</li>
))}
</ul>
);
}The returned useLobby() hook provides the same fields as useLobbyRoom (rooms, room, error, isConnecting).
Inspiration and previous work by @pedr0fontoura — use-colyseus.
Rewrite and new useRoomState() made by @FTWinston.
