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Samples Overview
Mirror includes several small examples to help you learn how to use various features and how to set things up so they work together.
- Basic
Basic is what it sounds like...the most rudimentary baseline of a networked game. Features SyncVars updating random UI data for each player. - Tanks
This is a simple scene with animated tanks, networked rigidbody projectiles, and NavMesh movement - Pong
A simple example for "How to build a multiplayer game with Mirror" is Pong. It illustrates the usage ofNetworkManager
,NetworkManagerHUD
, NetworkBehaviour, NetworkIdentity,NetworkTransform
,NetworkStartPosition
and various Attributes. - Additive Scenes
The Additive Scenes example demonstrates a server additively loading a sub-scene into a main scene at startup, and having a server-only trigger that generates a message to any client whose player enters the trigger zone to also load the sub-scene, and subsequently unload it when they leave the trigger zone. Only players inside the trigger zone can see the objects in the sub-scene. Network Proximity Checker components are key to making this scenario work. - Multiple Concurrent Additive Scenes
The Multiple Concurrent Additive Scenes example demonstrates a server additively loading multiple instances of a sub-scene into a main scene at startup, with physics separation, and assigning players to the instances to play matches independently. NetworkSceneChecker is the key component that makes this example work. - Room System
The Room System example demonstrates how to set up a "staging" scene where players assemble before starting a match. When all players are ready, the server sends them all a message to change scenes (along with the server itself) to the actual game play scene so they all come in at once. Includes fully playable game with a character controller where players collect server-spawned prizes for score.