docs.unity3d.com
Search Results for

    Show / Hide Table of Contents

    Project Overview

    Welcome to the Multiplayer Third-Person Gameplay project!

    This is a modular framework built on Unity Netcode for GameObjects. It provides a foundation for multiplayer games, structured to separate core systems from genre-specific gameplay (like Shooters or Platformers).


    Folder Structure

    The project uses a clean hierarchy to organize shared and specific logic:

    Folder Structure

    • Core: The foundation used by all game types. Contains:
      • Input & Movement
      • Camera Systems
      • Networking
      • Health & Stamina
    • Platformer: Extends Core with jump mechanics, coins, and interactions.
    • Shooter: Extends Core with weapons, projectiles, and aiming logic.

    Controls

    The project uses the Unity Input System. Here are the default bindings:

    Action Keyboard Description
    Move W A S D Movement
    Look Mouse Rotate Camera
    Jump Space Jump
    Sprint Shift (Hold) Run faster
    Fire Left Mouse Button Primary Action
    Aim Right Mouse Button Secondary Action (Shooter)
    Reload R Reload Weapon
    Cycle Weapon 1 - 2 Cycle through available weapons
    Note

    You can change the bindings in Edit > Project Settings > Input System Package.


    Player Structure

    The CorePlayer prefab is the heart of the project. It is a networked object composed of modular scripts that work together:

    Player Structure

    Key Components

    • Network Object: Synchronizes the player across all clients.
    • Core Player Manager: The "Brain". It connects Input, Movement, and Stats.
    • Core Input Handler: Captures button presses and raises GameEvents based on network ownership.
    • Core Movement: Handles physics, gravity, and velocities.
    • Core Stats Handler: Manages Health and Stamina.
    • Core Camera Controller: Controls view modes (1st/3rd Person).
    • Abilities: Modular scripts (like Jump or Dash) plugged into the CoreMovement system.
    • Addons: Modular scripts (like InteractionAddon or NameplateAddon) plugged into the CorePlayerManager system.

    Scene Logic

    A multiplayer scene requires specific managers to handle connections and game rules.

    Scene Structure

    • SpawnPads: Points where players appear on join or respawn.
    • NetworkManager: Handles the connection transport and handles player spawning.
    • GameManager: Controls the Game Loop (rules, scoring, respawn timers).
    • Interactive Objects: (e.g., DamageArea) Objects that interact with the player's stats.

    Next Steps

    Ready to test? Go to Playing Sample Scenes to start running the game!

    In This Article
    Back to top
    Copyright © 2026 Unity Technologies — Trademarks and terms of use
    • Legal
    • Privacy Policy
    • Cookie Policy
    • Do Not Sell or Share My Personal Information
    • Your Privacy Choices (Cookie Settings)