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.
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 PrefabRemove 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:
Basic player game state
Make scripts that contain important data into Network Behaviours instead of MonoBehaviours
Make important member variables into SyncVars
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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