Important: UNet is a deprecated solution, and a new Multiplayer and NetworkingThe Unity system that enables multiplayer gaming across a computer network. More info See in Glossary Solution (Netcode for GameObjects) is under development. For more information and next steps see the information on the Unity Netcode for GameObjects website. |
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.
playerPrefab
in the NetworkManager’s Spawn Info section to the player PrefabisLocalPlayer
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
}
}
Fix non-player prefabs such as enemies:
OnStartServer()
function)NetworkServer.Spawn()
for created GameObjects