# Getting Started 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 doesn’t 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. ## 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. 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 NetworkManager’s Spawn Info section to the player Prefab - Remove the player game object instance from the Scene if it exists in the Scene See [Player Objects](../Guides/GameObjects/SpawnPlayer.md) for more information. ## Player movement - Add a NetworkTransform component to the player Prefab - Check the Client Authority checkbox on the component. - Update input and control scripts to respect `isLocalPlayer` - 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: ``` 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](../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 See [Networked Actions](../Guides/Communications/index.md). ## Non-player game objects 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 game objects ## Spawn positions for players - Add a new game object and place it at player’s start location - Add the NetworkStartPosition component to the new game object