Mirror/doc/articles/Concepts/Conversion.md
Paul Pacheco 35fee94d56
docs: switch to docfx for documentation (#1026)
* Moved doc files to docfx folder

* load csproj

* doc generation

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* use deploy phase

* deploy whole generated site

* Fixed the semantic release command

* Is last \ required?

* show debug log

* using lftp for site deploy

* Testing lftp

* Show current folder

* try -e command option

* Show me the files

* use plain ftp

* use choco install instead of cinst

* fix ssl certificate validation

* fix username

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* no need to archive docs

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* complete toc list

* Migrated intro page

* Remove old docs

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* Only update docs for stuff in master

* This is a powershell command

* Update doc/articles/Concepts/Communications/RemoteActions.md

* Update doc/articles/Concepts/VisibilityCustom.md

* Update doc/articles/Concepts/Authority.md

* Update doc/articles/Concepts/GameObjects/SpawnObjectCustom.md

* Update doc/articles/Concepts/Authority.md

* Update doc/articles/Classes/SyncVars.md

* No need to run semver twice
2019-08-24 10:20:33 -05:00

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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

Lobby

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