Mirror/doc/articles/General/Start.md
Paul Pacheco 35fee94d56
docs: switch to docfx for documentation (#1026)
* Moved doc files to docfx folder

* load csproj

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* use deploy phase

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* Fixed the semantic release command

* Is last \ required?

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* This is a powershell command

* Update doc/articles/Concepts/Communications/RemoteActions.md

* Update doc/articles/Concepts/VisibilityCustom.md

* Update doc/articles/Concepts/Authority.md

* Update doc/articles/Concepts/GameObjects/SpawnObjectCustom.md

* Update doc/articles/Concepts/Authority.md

* Update doc/articles/Classes/SyncVars.md

* No need to run semver twice
2019-08-24 10:20:33 -05:00

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# 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 doesnt always work exactly like this, but it provides a basic recipe for the process.
## 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](/Mirror/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
- Check the LocalPlayerAuthority box on the NetworkIdentity
- Set the `playerPrefab` in the NetworkManagers 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](/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 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 players start location
- Add the NetworkStartPosition component to the new game object