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. 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) - [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) - [Tanks](Tanks)
Short description of the Tanks example. This is a simple scene with animated tanks, networked rigidbody projectiles, and NavMesh movement
- [Pong](Pong) - [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) - [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) - [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.