# 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 - Add a new GameObject to the Scene and rename it “NetworkManager”. - Add the NetworkManager component to the “NetworkManager” GameObject. - Add the NetworkManagerHUD component to the GameObject. This provides the default UI for managing the network game state. See [Using the NetworkManager](/Mirror/Components/NetworkManager). ## Player Prefab - Find the Prefab for the player GameObject in the game, or create a Prefab from the player GameObject - 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 - Remove the player GameObject instance from the Scene if it exists in the Scene See [Player Objects](/Mirror/Concepts/GameObjects/SpawnPlayer) for more information. ## 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 See [State Synchronization](/Mirror/Concepts/StateSync). ## Networked actions - Make scripts that perform important actions into NetworkBehaviours instead of MonoBehaviours - Update functions that perform important player actions to be commands See [Networked Actions](/Mirror/Concepts/Communications/). ## Non-player GameObjects 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) - Call `NetworkServer.Spawn()` for created GameObjects ## Spawn positions for players - Add a new GameObject and place it at player’s start location - Add the NetworkStartPosition component to the new GameObject