Getting Started
Last updated
Last updated
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.
Check out these showing you how to get started with mirror.
Create new Network Behaviours and other common scripts faster
See .
Create a new Network Manager from the 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 component to the game object. This provides the default UI for managing the network game state.
See .
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:
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
See for more information.
See .
See .