Mirror/doc/Articles/General/Start.md

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# Getting Started
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This document describes steps to creating a multiplayer game with Mirror. 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.
## Video tutorials
Check out these [awesome videos](https://www.youtube.com/playlist?list=PLkx8oFug638oBYF5EOwsSS-gOVBXj1dkP) showing you how to get started with mirror. Courtesy of [First Gear Games](https://www.youtube.com/channel/UCGIF1XekJqHYIafvE7l0c2A) also known as Punfish in discord.
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## Script Templates
- Create new Network Behaviours and other common scripts faster
See [Script Templates](ScriptTemplates.md).
## NetworkManager set-up
- 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](../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
- Add the NetworkIdentity component to the player Prefab
- Set the `playerPrefab` in the NetworkManagers Spawn Info section to the player Prefab
- Remove the player game object instance from the Scene if it exists in the Scene
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See [Player Objects](../Guides/GameObjects/SpawnPlayer.md) for more information.
## Player movement
- Add a NetworkTransform component to the player Prefab
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- Check the Client Authority checkbox on the component.
- Update input and control scripts to respect `isLocalPlayer`
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- Override OnStartLocalPlayer to take control of the Main Camera in the scene for the player.
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
- Make important member variables into SyncVars
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See [State Synchronization](../Guides/Sync/index.md).
## 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](../Guides/Communications/index.md).
## Non-player game objects
Fix non-player prefabs such as enemies:
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- Add the NetworkIdentity 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)
- Call `NetworkServer.Spawn()` for created game objects
## Spawn positions for players
- Add a new game object and place it at players start location
- Add the NetworkStartPosition component to the new game object