Converting a single-player game to Unity Multiplayer
This document describes steps to converting a single player game to a multiplayer game, using the new Unity Multiplayer networking system. 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.
NetworkManager set-up
- Add a new GameObject to the Scene and rename it “NetworkManager”.
- Add the NetworkManager component to the “NetworkManager” GameObject.
- Add the NetworkManagerHUD component to the GameObject. This provides the default UI for managing the network game state.
See Using the NetworkManager.
Player Prefab set-up
- Find the Prefab for the player GameObject in the game, or create a Prefab from the player GameObject
- Add the NetworkIdentity component to the player Prefab
- Check the LocalPlayerAuthority box on the NetworkIdentity
- Set the
playerPrefab
in the NetworkManager’s Spawn Info section to the player Prefab
- Remove the player GameObject 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
- Update input and control scripts to respect
isLocalPlayer
- Fix Camera to use spawned player and
isLocalPlayer
For example, this script only processes input for the local player:
using UnityEngine;
using UnityEngine.Networking;
public class Controls : NetworkBehaviour
{
void Update()
{
if (!isLocalPlayer)
{
// exit from update if this is not the local player
return;
}
// handle player input for movement
}
}
Basic player game state
- Make scripts that contain important data into NetworkBehaviours instead of MonoBehaviours
- Make important member variables into SyncVars
See State Synchronization.
Networked actions
- Make scripts that perform important actions into NetworkBehaviours instead of MonoBehaviours
- Update functions that perform important player actions to be commands
See Networked Actions.
Non-player GameObjects
Fix non-player prefabs such as enemies:
- Add the NetworkIdentify 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 GameObjects
Spawn positions for players
- Add a new GameObject and place it at player’s start location
- Add the NetworkStartPosition component to the new GameObject
Lobby
- Create Lobby Scene
- Add a new GameObject to the Scene and rename it to “NetworkLobbyManager”.
- Add the NetworkLobbyManager component to the new GameObject.
- Configure the Manager:
Did you find this page useful? Please give it a rating:
Thanks for rating this page!
What kind of problem would you like to report?
Is something described here not working as you expect it to? It might be a Known Issue. Please check with the Issue Tracker at issuetracker.unity3d.com.
Thanks for letting us know! This page has been marked for review based on your feedback.
If you have time, you can provide more information to help us fix the problem faster.
Provide more information