Edited 1 day ago by ExtremeHow Editorial Team
UnityMultiplayerNetworkingGame DevelopmentOnlineLANScriptingC#ServerClientPhotonMirrorWindowsMacLinux
This content is available in 7 different language
Unity is one of the most popular platforms for developing video games, and setting up multiplayer functionality can enhance the gaming experience by allowing players to interact with each other. In this detailed guide, we'll go over how to set up multiplayer in Unity, covering everything you need to know from start to finish. This guide is intended for beginner and intermediate Unity developers who are new to multiplayer game setup.
Multiplayer games allow multiple players to interact and play in the same game environment, whether they are on the same device or connected to the Internet. When setting up multiplayer in Unity, we need to understand the necessary basic components such as networking, synchronization, and player communication.
Before you begin, it's important to choose a networking solution that best suits your project. Unity offers several options for networking, each with its own merits:
For this guide, we'll be using Unity's netcode for GameObjects as it provides a straightforward approach and integrates well with Unity's existing systems.
Start by creating a new Unity project. Open the Unity Hub, click the New Project button, choose a template that suits your game (2D or 3D) and give your project a name.
After creating your project, you'll need to install Unity's Netcode for GameObjects package:
com.unity.netcode.gameobjects
in the dialog box and click Add.After installing the netcode packages, you will begin setting up the basic networking infrastructure. Start by creating a script to handle the networking logic.
NetworkManager
is needed to manage the state and logic of your multiplayer game. Create a new script named NetworkManager
:
// NetworkManager.cs
using Unity.Netcode;
using UnityEngine;
public class NetworkManagerScript : MonoBehaviour {
private void Start() {
Debug.Log("Network Manager Initiated.");
}
public void StartHost() {
NetworkManager.Singleton.StartHost();
}
public void StartClient() {
NetworkManager.Singleton.StartClient();
}
public void StartServer() {
NetworkManager.Singleton.StartServer();
}
}
This script provides methods to start the game in host, server or client mode. Attach this script to a GameObject in your scene, for example, a GameController.
In a multiplayer game, players and objects must be synchronized across all clients and hosts. Set up a player prefab that will be instantiated for each player that joins the game:
Prefab
by dragging your player object into Assets
folder.NetworkObject
component to the player prefab.NetworkManagerScript
to.Network Prefabs
list.For interaction between players in a multiplayer environment, we need to implement movement and sync that movement across the network. Create a script to handle player movement and attach it to your player prefab:
// PlayerMovement.cs
using UnityEngine;
using Unity.Netcode;
public class PlayerMovement : NetworkBehaviour {
public float moveSpeed = 5f;
private void Update() {
if (IsOwner) {
float moveX = Input.GetAxis("Horizontal");
float moveZ = Input.GetAxis("Vertical");
Vector3 move = transform.right * moveX + transform.forward * moveZ;
transform.position += move * moveSpeed * Time.deltaTime;
}
}
}
In this script, if the player owns the object then it is allowed to move it, ensuring that only the correct player can control their character.
Once players can move, it is important that movement and actions are synchronized between all peers in the network. Unity's netcode provides capabilities through NetworkTransforms and RPC (Remote Procedure Call).
NetworkTransform
component allows to automatically synchronize positional changes. Add this component to your player prefab:
Remote Procedure Calls (RPC) are methods that are called on a remote client or server. These are used for events that need to be executed immediately, such as player actions or interactions.
// Example of an RPC call
[ServerRpc]
void PerformActionServerRpc() {
// Example action possibly updating an item state
Debug.Log("Server performing action.");
}
Server RPCs are initiated by the client and executed on the server, making them ideal for validating actions or propagating changes to all players.
After the basic networking setup is complete, test the multiplayer functionality. Unity provides a Network Manager UI to help you easily test your multiplayer game.
Create and run multiple instances of your game to simulate host and client players:
Once the basic multiplayer setup is working correctly, consider advanced topics like matchmaking, dedicated servers, and network optimization.
Matchmaking involves pairing players in multiplayer games. Consider using Unity's matchmaking service or third-party services like Photon Cloud for this aspect.
Using a dedicated server offers many benefits, such as better stability and lower latency. You can deploy your server logic separately from the clients for scalability.
Setting up multiplayer in Unity requires understanding the basics of networking, synchronization, and efficient management of player interactions. By following this guide, you have learned how to set up a basic multiplayer project with player movement and testing components. Fine-tune your setup based on your specific game needs and continue to explore Unity's extensive networking capabilities for a rich multiplayer experience.
If you find anything wrong with the article content, you can