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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.
- Create new Network Behaviours and other common scripts faster
- 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.
- 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
- 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
}
}
- Make scripts that contain important data into Network Behaviours instead of MonoBehaviours
- Make important member variables into SyncVars
- Make scripts that perform important actions into Network Behaviours instead of MonoBehaviours
- Update functions that perform important player actions to be commands
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
- 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
- Add a new game object and place it at player’s start location
- Add the NetworkStartPosition component to the new game object
Last modified 11mo ago