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: