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93 lines
3.0 KiB
Markdown
93 lines
3.0 KiB
Markdown
# Converting a Single-Player Game to Mirror
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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 doesn’t always work exactly like this, but it provides a basic recipe for the process.
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## NetworkManager set-up
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- Add a new GameObject and rename it “NetworkManager”.
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- Add the NetworkManager component to the “NetworkManager” GameObject.
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- Add the NetworkManagerHUD component to the GameObject. This provides the default UI for managing the network game state.
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See Using the NetworkManager.
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## Player Prefab Setup
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- Find the Prefab for the player GameObject in the game, or create a Prefab from the player GameObject
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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
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- Remove the player GameObject instance from the Scene if it exists in the Scene
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See Player Objects for more information.
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## 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`
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For example, this script only processes input for the local player:
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```
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using UnityEngine;
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using Mirror;
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public class Controls : NetworkBehaviour
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{
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void Update()
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{
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if (!isLocalPlayer)
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{
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// exit from update if this is not the local player
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return;
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}
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// handle player input for movement
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}
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}
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```
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## 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
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See State Synchronization.
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## 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
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See Networked Actions.
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## Non-player GameObjects
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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
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## 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)
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- Call `NetworkServer.Spawn()` for created GameObjects
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## Spawn Positions for Players
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- Add a new GameObject and place it at player’s start location
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- Add the NetworkStartPosition component to the new GameObject
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## Lobby
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- Create Lobby Scene
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- Add a new GameObject to the Scene and rename it to “NetworkLobbyManager”.
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- Add the NetworkLobbyManager component to the new GameObject.
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- Configure the Manager:
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- Scenes
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- Prefabs
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- Spawners
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