Mirror/doc/articles/Concepts/Conversion.md
MrGadget 0e95016e95 Lobby to Room (#1065)
* Change Lobby to Room with Obsoletes

* Changed folder from Lobby to Room

* Updated docs

* reverted leftover debu.log line

* Fixed OfflineGUI

* Changed the obsolete classes to inherit from the new ones.

* Fixed SyncVar hook
2019-09-11 10:06:25 +02:00

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Converting a Single-Player Game to Mirror

This document describes steps to converting a single player game to a multiplayer game, using Mirror. 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 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.

Player Prefab Setup

  • 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 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:

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.

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.

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

Room

  • Create Room Scene
  • Add a new game object to the Scene and rename it to “NetworkRoomManager”.
  • Add the NetworkRoomManager component to the new game object.
  • Configure the Manager:
    • Scenes
    • Prefabs
    • Spawners