Mirror/doc/articles/General/Start.md

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# Getting Started
This document describes steps to converting a single player game to a multiplayer game, using the new Unity Multiplayer networking system. The process described here is a simplified, higher level version of the actual process for a real game; it doesnt always work exactly like this, but it provides a basic recipe for the process.
## NetworkManager set-up
- Add a new game object to the Scene and rename it “NetworkManager”.
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- Add the NetworkManager component to the “NetworkManager” game object.
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- Add the NetworkManagerHUD component to the game object. This provides the default UI for managing the network game state.
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See [Using the NetworkManager](../Components/NetworkManager.md).
## Player Prefab
- Find the Prefab for the player game object in the game, or create a Prefab from the player game object
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- Add the NetworkIdentity component to the player Prefab
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- Check the LocalPlayerAuthority box on the NetworkIdentity
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- Set the `playerPrefab` in the NetworkManagers Spawn Info section to the player Prefab
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- Remove the player game object instance from the Scene if it exists in the Scene
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See [Player Objects](../Concepts/GameObjects/SpawnPlayer.md) for more information.
## Player movement
- Add a NetworkTransform component to the player Prefab
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- Update input and control scripts to respect `isLocalPlayer`
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- Fix Camera to use spawned player and `isLocalPlayer`
For example, this script only processes input for the local player:
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``` cs
using UnityEngine;
using Mirror;
public class Controls : NetworkBehaviour
{
void Update()
{
if (!isLocalPlayer)
{
// exit from update if this is not the local player
return;
}
// handle player input for movement
}
}
```
## Basic player game state
- Make scripts that contain important data into NetworkBehaviours instead of MonoBehaviours
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- Make important member variables into SyncVars
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See [State Synchronization](../Concepts/StateSync.md).
## Networked actions
- Make scripts that perform important actions into NetworkBehaviours instead of MonoBehaviours
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- Update functions that perform important player actions to be commands
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See [Networked Actions](../Concepts/Communications/index.md).
## Non-player game objects
Fix non-player prefabs such as enemies:
- Add the NetworkIdentify component
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- Add the NetworkTransform component
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- Register spawnable Prefabs with the NetworkManager
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- Update scripts with game state and actions
## Spawners
- Potentially change spawner scripts to be NetworkBehaviours
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- Modify spawners to only run on the server (use isServer property or the `OnStartServer()` function)
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- Call `NetworkServer.Spawn()` for created game objects
## Spawn positions for players
- Add a new game object and place it at players start location
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- Add the NetworkStartPosition component to the new game object