2.9 KiB
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 doesn’t always work exactly like this, but it provides a basic recipe for the process.
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.
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 -
Remove the player game object instance from the Scene if it exists in the Scene
See Player Objects for more information.
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
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
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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
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
See Networked Actions.
Non-player game objects
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
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) -
Call
NetworkServer.Spawn()
for created game objects
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