Getting Started

This document describes steps to creating a multiplayer game with 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.

Video Tutorials

Check out these awesome videos showing you how to get started with mirror.

Script Templates

  • Create new Network Behaviours and other common scripts faster

See Script Templates.

Network Manager Setup

  • Create a new Network Manager from the Assets > Create > Mirror menu.

  • Add a new game object to the Scene and rename it “NetworkManager”.

  • Add the newly created Network Manager 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

  • 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

  • Set the Player Prefab 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

  • Add a NetworkTransform component to the player Prefab

  • Check the Client Authority checkbox on the component.

  • Update input and control scripts to respect isLocalPlayer

  • Override OnStartLocalPlayer to take control of the Main Camera in the scene for the player.

For example, this script only processes input for the local player:

using UnityEngine;
using Mirror;

public class Controls : NetworkBehaviour
{
    void Update()
    {
        // exit from update if this is not the local player
        if (!isLocalPlayer) return;

        // handle player input for movement
    }
}

Basic player game state

  • Make scripts that contain important data into Network Behaviours instead of MonoBehaviours

  • Make important member variables into SyncVars

See State Synchronization.

Remote Actions

  • Make scripts that perform important actions into Network Behaviours instead of MonoBehaviours

  • Update functions that perform important player actions to be commands

See Remote Actions.

Non-player GameObjects

Fix non-player prefabs such as enemies:

  • Add the NetworkIdentity 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 player’s start location

  • Add the NetworkStartPosition component to the new game object

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