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When you make a single player game In Mirror, you usually use the `GameObject.Instantiate` method to create new game objects at runtime. However, with a multiplayer system, the server itself must “spawn” game objects in order for them to be active within the networked game. When the server spawns game objects, it triggers the creation of game objects on connected clients. The spawning system manages the lifecycle of the game object, and synchronizes the state of the game object based on how you set the game object up. When you make a single player game In Mirror, you usually use the `GameObject.Instantiate` method to create new game objects at runtime. However, with a multiplayer system, the server itself must “spawn” game objects in order for them to be active within the networked game. When the server spawns game objects, it triggers the creation of game objects on connected clients. The spawning system manages the lifecycle of the game object, and synchronizes the state of the game object based on how you set the game object up.
For more details about networked instantiating and spawning, see documentation on Spawning game objects. For more details about networked instantiating and spawning, see documentation on Spawning [game objects](../Guides/GameObjects/index.md).
## Players and Local Players ## Players and Local Players
Mirrors multiplayer HLAPI system handles player game objects differently to non-player game objects. When a new player joins the game (when a new client connects to the server), that players game object becomes a “local player” game object on the client of that player, and Mirror associates the players connection with the players game object. Mirror associates one player game object for each person playing the game, and routes networking commands to that individual game object. A player cannot invoke a command on another players game object, only their own. Mirrors multiplayer HLAPI system handles player game objects differently to non-player game objects. When a new player joins the game (when a new client connects to the server), that players game object becomes a “local player” game object on the client of that player, and Mirror associates the players connection with the players game object. Mirror associates one player game object for each person playing the game, and routes networking commands to that individual game object. A player cannot invoke a command on another players game object, only their own.
For more details, see documentation on Player game objects. For more details, see documentation on Player [game objects](../Guides/GameObjects/index.md).
## Authority ## Authority
Servers and clients can both manage a game objects behavior. The concept of “authority” refers to how and where a game object is managed. Mirrors HLAPI is based around “server authority” as the default state, where the Server (the host) has authority over all game objects which do not represent players. Player game objects are a special case and treated as having “local authority”. You may want to build your game using a different system of authority - for more details, see Network Authority. Servers and clients can both manage a game objects behavior. The concept of “authority” refers to how and where a game object is managed. Mirrors HLAPI is based around “server authority” as the default state, where the Server has authority over all game objects. Player game objects are a special case and treated as having “local authority”. You may want to build your game using a different system of authority - for more details, see [Network Authority](../Guides/Authority.md).