Mirror/docs/Concepts/Conversion.md
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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 GameObject and rename it “NetworkManager”.
- Add the NetworkManager component to the “NetworkManager” GameObject.
- Add the NetworkManagerHUD component to the GameObject. This provides the default UI for managing the network game state.
See Using the NetworkManager.
## Player Prefab Setup
- Find the Prefab for the player GameObject in the game, or create a Prefab from the player GameObject
- 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 GameObject 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 GameObjects
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 GameObjects
## Spawn Positions for Players
- Add a new GameObject and place it at players start location
- Add the NetworkStartPosition component to the new GameObject
## Lobby
- Create Lobby Scene
- Add a new GameObject to the Scene and rename it to “NetworkLobbyManager”.
- Add the NetworkLobbyManager component to the new GameObject.
- Configure the Manager:
- Scenes
- Prefabs
- Spawners