Updated Examples Overview doc with descriptions

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Chris Langsenkamp 2019-07-20 18:03:28 -04:00
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Mirror includes several small examples to help you learn how to use various features and how to set things up so they work together.
- [Basic](Basic)
Short description of the Basic example.
Basic is what it sounds like...the most rudimentary baseline of a networked game. Features SyncVars updating random UI data for each player.
- [Tanks](Tanks)
Short description of the Tanks example.
This is a simple scene with animated tanks, networked rigidbody projectiles, and NavMesh movement
- [Pong](Pong)
A simple example for "How to build a multiplayer game with Mirror" is Pong. It illustrates the usage of `NetworkManager`, `NetworkManagerHUD`, NetworkBehaviour, NetworkIdentity, `NetworkTransform`, `NetworkStartPosition `and various Attributes.
A simple example for "How to build a multiplayer game with Mirror" is Pong. It illustrates the usage of `NetworkManager`, `NetworkManagerHUD`, NetworkBehaviour, NetworkIdentity, `NetworkTransform`, `NetworkStartPosition`and various Attributes.
- [Additive Scenes](AdditiveScenes)
Short description of the Additive Scenes example.
The Additive Scenes example demonstrates a server additively loading a sub-scene into a main scene at startup, and having a server-only trigger that generates a message to any client whose player enters the trigger zone to also load the sub-scene, and subsequently unload it when they leave the trigger zone. Only players inside the trigger zone can see the objects in the sub-scene. Network Proximity Checker components are key to making this scenario work.
- [Lobby System](Lobby)
Short description of the Lobby System example.
The Lobby System example demonstrates how to set up a "staging" scene where players assemble before starting a match. When all players are ready, the server sends them all a message to change scenes (along with the server itself) to the actual game play scene so they all come in at once.