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hytopia

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The HYTOPIA SDK makes it easy for developers to create massively multiplayer games using JavaScript or TypeScript.

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<!-- Do not edit this file. It is automatically generated by API Documenter. --> [Home](./index.md) &gt; [server](./server.md) &gt; [PlayerManager](./server.playermanager.md) ## PlayerManager class Manages all connected players in a game server. When to use: accessing online players, reacting to connection lifecycle events, or routing players to worlds. Do NOT use for: constructing or persisting players yourself; players are created automatically on connection. **Signature:** ```typescript export default class PlayerManager ``` ## Remarks Access via `PlayerManager.instance` — do not construct directly. <h2>Events</h2> This class emits global events with payloads listed under `PlayerManagerEventPayloads`<!-- -->. The constructor for this class is marked as internal. Third-party code should not call the constructor directly or create subclasses that extend the `PlayerManager` class. ## Example ```typescript import { PlayerManager } from 'hytopia'; const playerManager = PlayerManager.instance; const connectedPlayers = playerManager.getConnectedPlayers(); ``` \*\*Category:\*\* Players ## Properties <table><thead><tr><th> Property </th><th> Modifiers </th><th> Type </th><th> Description </th></tr></thead> <tbody><tr><td> [instance](./server.playermanager.instance.md) </td><td> `static` `readonly` </td><td> [PlayerManager](./server.playermanager.md) </td><td> The global PlayerManager instance (singleton). \*\*Category:\*\* Players </td></tr> <tr><td> [playerCount](./server.playermanager.playercount.md) </td><td> `readonly` </td><td> number </td><td> The number of players currently connected to the server. \*\*Category:\*\* Players </td></tr> <tr><td> [worldSelectionHandler?](./server.playermanager.worldselectionhandler.md) </td><td> </td><td> (player: [Player](./server.player.md)<!-- -->) =&gt; Promise&lt;[World](./server.world.md) \| undefined&gt; </td><td> _(Optional)_ Optional handler for selecting the world a newly connected player joins. Use for: lobby routing or game mode selection. Do NOT use for: moving players after they have already joined a world; use `Player.joinWorld`<!-- -->. </td></tr> </tbody></table> ## Methods <table><thead><tr><th> Method </th><th> Modifiers </th><th> Description </th></tr></thead> <tbody><tr><td> [getConnectedPlayerByUsername(username)](./server.playermanager.getconnectedplayerbyusername.md) </td><td> </td><td> Get a connected player by their username (case-insensitive). </td></tr> <tr><td> [getConnectedPlayers()](./server.playermanager.getconnectedplayers.md) </td><td> </td><td> Get all connected players. </td></tr> <tr><td> [getConnectedPlayersByWorld(world)](./server.playermanager.getconnectedplayersbyworld.md) </td><td> </td><td> Get all connected players in a specific world. </td></tr> </tbody></table>