![]() ![]() This part of the game is commonly known as the “lobby”, and sometimes has extra features like chat. A user interface for players to find and join gamesĪlmost every multiplayer game provides players with a way to discover, create, and join individual game “instances” (also known as “matches”). To learn more, see documentation on the Network Manager A Networking component that manages the network state of a project. If you’re just starting out with multiplayer games, you should use this component. If you have custom requirements which aren’t covered by this component, you can write your own network manager in script instead of using this component. Unity’s built-in Network Manager component wraps up all of the features for managing your multiplayer game into one single component. ![]() In each Scene, you place your environments, obstacles, and decorations, essentially designing and building your game in pieces. Think of each unique Scene file as a unique level. You should have one (and only one) Network Manager active in your Scene A Scene contains the environments and menus of your game. The Network Manager is responsible for managing the networking aspects of your multiplayer game. The idea of authority over GameObjects and actions The relationship between a client, a server, and a host These concepts can broadly be summarised as: There are also some important concepts that you need to understand and make choices about when building your game. However, each section links to more detailed documentation, which you need to continue reading to fully understand them. This introductory page contains a brief description of each of the items listed above. However, you might still want an invisible empty GameObject to represent the player, and attach scripts to it which relate to what the player is able to do. There are variations on this list for example, in a multiplayer chess game, or a real-time strategy (RTS) game, you don’t need a visible GameObject to represent the player. ![]() More info See in Glossary which are multiplayer-aware A GameObject’s functionality is defined by the Components attached to it. More info See in Glossary and GameObjects The fundamental object in Unity scenes, which can represent characters, props, scenery, cameras, waypoints, and more. Scripts A piece of code that allows you to create your own Components, trigger game events, modify Component properties over time and respond to user input in any way you like. Networked Player Prefabs (for players to control) In terms of what you require in your project, these are:Ī user interface (for players to find and join games) This page contains an overview of the most basic and common things you need when setting up a multiplayer project. For more information and next steps see the information on the Unity Netcode for GameObjects website. More info See in Glossary Solution (Netcode for GameObjects) is under development. Important: UNet is a deprecated solution, and a new Multiplayer and Networking The Unity system that enables multiplayer gaming across a computer network. ![]()
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