Mirror
  • Mirror Networking
  • API Reference
  • Development Blog
    • A Brief History of Mirror
  • User Manual
    • General
      • Getting Started
      • Script Templates
      • Change Log
        • 2024 Change Log
        • 2023 Change Log
        • 2022 Change Log
        • 2021 Change Log
        • 2020 Change Log
        • 2019 Change Log
      • Deprecations
      • Migration Guide
      • Integrations
      • Timestamp Batching
      • TCP and UDP
      • CCU
      • SyncDirection
      • Round Trip Time (RTT)
      • Connection Quality
      • Lag Compensation
      • Client Side Prediction
      • History Bounds
      • Tests
      • NetGraph
    • FAQ
      • Execution Order
    • Transports
      • KCP Transport
      • Telepathy Transport
      • WebSockets Transport
        • Reverse Proxy
          • Windows
            • IIS
          • Linux
            • NGINX
            • Caddy
            • Apache
            • HA Proxy
        • SSL
      • Multiplex Transport
      • Latency Simulation Transport
      • Ignorance
      • LiteNetLib Transport
      • FizzySteamworks Transport
      • FizzyFacepunch Transport
      • Encryption Transport
      • Edgegap Transports
        • Edgegap Relay
        • Edgegap Lobby
    • Components
      • Network Animator
      • Network Authenticators
        • Basic Authenticator
        • Device Authenticator
      • Network Behaviour
      • Network Discovery
      • Network Identity
      • Network Manager
      • Network Manager HUD
      • Network Ping Display
      • Network Profiler
      • Network Rigidbody
      • Network Lerp Rigidbody
      • Network Room Manager
      • Network Room Player
      • Network Start Position
      • Network Statistics
      • Remote Statistics
      • Network Transform
        • Snapshot Interpolation
      • Deprecated
        • Network Proximity Checker
        • Network Scene Checker
        • Network Match Checker
        • Network Owner Checker
    • Interest Management
      • Spatial Hashing
      • Distance
      • Scene
      • Scene + Distance
      • Match
      • Team
      • Custom
      • Legacy
    • Guides
      • Authority
      • IDs
      • Attributes
      • Time Synchronization
      • Data types
      • Serialization
      • Synchronization
        • SyncVars
        • SyncVar Hooks
        • SyncEvent (Obsolete)
        • SyncLists
        • SyncDictionary
        • SyncHashSet
        • SyncSortedSet
      • Communications
        • Remote Actions
        • NetworkManager Callbacks
        • NetworkBehaviour Callbacks
        • Network Messages
      • GameObjects
        • Player Game Objects
        • Custom Character Spawning
        • Custom Spawn Functions
        • Scene GameObjects
        • Pickups, Drops, and Child Objects
    • Examples
      • Additive Levels
      • Additive Scenes
      • Basic
      • Billiards
      • Multiple Additive Scenes
      • Pong
      • Room
      • Tanks
      • EdgegapLobby
  • Server Hosting
    • The Pragmatic Hosting Guide
    • Cloud Hosting Guides
      • AWS
      • Google Cloud
      • Oracle Free Tier
    • Hosting with a Remote Desktop
    • Edgegap Hosting Plugin Guide
  • Security
    • Security Overview
    • Cheat Protection Stages
    • Cheats & Anticheats
  • Community Guides
    • Community Translations
    • Video Tutorials
    • Resources
    • Mirror Quick Start Project
    • Unity for MMORPGs
    • Unity Canvas HUD
    • Odin Inspector Support
    • Ready Up And Die!
    • iOS AppStore
    • Mirror Docker Guide
    • Gitbook Guide
    • Mirror Branding
    • Contributors Agreement
    • Documentation License
Powered by GitBook
On this page
  • MultiScene Network Manager
  • Playing in the Instances
  1. User Manual
  2. Examples

Multiple Additive Scenes

PreviousBilliardsNextPong

Last updated 3 years ago

In Build Settings, remove all scenes and add both of the scenes from the Scenes folder in the following order:

  • Main

  • Game

Open the Main scene in the Editor and make sure the Game Scene field in the MultiScene Network Manager on the Network scene object contains the Game scene. This is already setup by default, but if the Main scene was opened and saved before putting the scenes in the Build Settings list, the Game Scene field may be cleared accidentally.

MultiScene Network Manager

The MultiScene Network Manager is derived from the base Network Manager and is responsible for additively loading the subscene instances and placing the players in their respective subscene instances and initializing player SyncVars. It has a Game Scene field where the Game subscene is assigned, and an Instances field to set how many instances are loaded on the server.

Additionally, the NetworkManager object has the component.

In this example, the subscene instances are additively loaded on the server with localPhysicsMode = LocalPhysicsMode.Physics3D. Physics subscenes do not auto-simulate, so each scene has a game object with a generic PhysicsSimulator script on it. This script does nothing on the client, only on the server.

Clients only ever have one instance of the subscene additively loaded (without localPhysicsMode), while server has them all.

Playing in the Instances

File -> Build and Run

Start at least 3 built instances: These will all be client players.

Press Play in the Editor and click Host (Server + Client) in the HUD - This will be the host and the 1st player. You can also use Server Only if you prefer.

Click Client in the built instances.

  • WASDQE keys to move & turn your player capsule, Space to jump.

  • Colliding with the small colored spheres scores points base on their color.

  • Colliding with the larger tumblers sends them rolling around...they're server-side non-kinematic rigidbodies.

  • Only scores for the players in the same subscene are shown at the top of the game window.

Scene Interest Management