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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 doesn’ t always work exactly like this, but it provides a basic recipe for the process.
## NetworkManager set-up
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- Add a new game object to the Scene and rename it “NetworkManager”.
- Add the NetworkManager component to the “NetworkManager” game object.
- 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 ](/Mirror/Components/NetworkManager ).
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## Player Prefab
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- 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
- Check the LocalPlayerAuthority box on the NetworkIdentity
- Set the `playerPrefab` in the NetworkManager’ s 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 ](/Mirror/Concepts/GameObjects/SpawnPlayer ) for more information.
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## Player movement
- Add a NetworkTransform component to the player Prefab
- Update input and control scripts to respect `isLocalPlayer`
- Fix Camera to use spawned player and `isLocalPlayer`
For example, this script only processes input for the local player:
``` 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
- Make important member variables into SyncVars
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See [State Synchronization ](/Mirror/Concepts/StateSync ).
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## Networked actions
- Make scripts that perform important actions into NetworkBehaviours instead of MonoBehaviours
- Update functions that perform important player actions to be commands
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See [Networked Actions ](/Mirror/Concepts/Communications/ ).
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## Non-player game objects
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Fix non-player prefabs such as enemies:
- Add the NetworkIdentify component
- Add the NetworkTransform component
- Register spawnable Prefabs with the NetworkManager
- Update scripts with game state and actions
## Spawners
- Potentially change spawner scripts to be NetworkBehaviours
- 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
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## Spawn positions for players
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- Add a new game object and place it at player’ s start location
- Add the NetworkStartPosition component to the new game object