Unknown Innernet Objects

By default, Hindenburg only supports known objects in Among Us. Objects in Among Us, short for Innernet Object, are representations of parts of Among Us games that are designed to be networked between players. They are created by the host, and can either be for a player, or for the entire room itself. Objects can have child objects that can be spawned alongside them, making a set of these a prefab.

For example, a PlayerControl object can be spawned, owned by a player, and has two child objects: PlayerPhysics and CustomNetworkTransform.

Each prefab is identified by a hard-coded spawn type.

See the SpawnType enum for the values.

Custom Objects

Hindenburg does, however, allow you to run your server to support any custom objects that clients may use.

Note that since objects are a host-operation, you will need to disable Server-as-a-Host for this. Alternatively, check out the Custom Innernet Objects to be able to write your own host-logic for your objects on the server.

Through the AdvancedRoomOptions room configuration:

"rooms": {
"advanced": {
"unknownObjects": [ <spawn type> ]
}
}

The items in the array can be either a number, representing a custom SpawnType value for the object, or a string, representing a key in the SpawnType.

Example - Submerged

For example, if you want to have full support for the Submerged custom Among Us map:

"advanced": {
"unknownObjects": [ 9 ]
}

or alternatively, the general:

"advanced": {
"unknownObjects": true
}

If you're not sure what spawn type value you're looking for, as with the 9 for Submerged above, simply set "unknownObjects" to true

Plugins

As these objects will be incompatible with Server-as-a-Host, Hindenburg also allows you (or plugin developers) to write the host logic for custom/modded objects on the server, allowing Server-as-a-Host to function correctly.

Check out the Custom Innernet Objects page for more information.

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