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84 lines
3.3 KiB
Markdown
84 lines
3.3 KiB
Markdown
# Getting Started
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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.
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## Video tutorials
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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.
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## Script Templates
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- Create new Network Behaviours and other common scripts faster
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See [Script Templates](ScriptTemplates.md).
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## NetworkManager set-up
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- Add a new game object to the Scene and rename it “NetworkManager”.
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- Add the NetworkManager component to the “NetworkManager” game object.
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- Add the NetworkManagerHUD component to the game object. This provides the default UI for managing the network game state.
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See [Using the NetworkManager](../Components/NetworkManager.md).
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## Player Prefab
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- Find the Prefab for the player game object in the game, or create a Prefab from the player game object
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- Add the NetworkIdentity component to the player Prefab
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- Check the LocalPlayerAuthority box on the NetworkIdentity
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- Set the `playerPrefab` in the NetworkManager’s Spawn Info section to the player Prefab
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- Remove the player game object instance from the Scene if it exists in the Scene
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See [Player Objects](../Guides/GameObjects/SpawnPlayer.md) for more information.
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## Player movement
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- Add a NetworkTransform component to the player Prefab
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- Update input and control scripts to respect `isLocalPlayer`
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- Fix Camera to use spawned player and `isLocalPlayer`
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For example, this script only processes input for the local player:
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``` cs
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using UnityEngine;
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using Mirror;
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public class Controls : NetworkBehaviour
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{
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void Update()
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{
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if (!isLocalPlayer)
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{
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// exit from update if this is not the local player
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return;
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}
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// handle player input for movement
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}
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}
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```
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## Basic player game state
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- Make scripts that contain important data into NetworkBehaviours instead of MonoBehaviours
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- Make important member variables into SyncVars
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See [State Synchronization](../Guides/Sync/index.md).
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## Networked actions
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- Make scripts that perform important actions into NetworkBehaviours instead of MonoBehaviours
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- Update functions that perform important player actions to be commands
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See [Networked Actions](../Guides/Communications/index.md).
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## Non-player game objects
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Fix non-player prefabs such as enemies:
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- Add the NetworkIdentify component
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- Add the NetworkTransform component
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- Register spawnable Prefabs with the NetworkManager
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- Update scripts with game state and actions
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## Spawners
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- Potentially change spawner scripts to be NetworkBehaviours
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- Modify spawners to only run on the server (use isServer property or the `OnStartServer()` function)
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- Call `NetworkServer.Spawn()` for created game objects
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## Spawn positions for players
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- Add a new game object and place it at player’s start location
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- Add the NetworkStartPosition component to the new game object
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