Setup guide for Dynamic Water Physics 2 multiplayer using Mirror framework.
The guide shows how to set up AdvancedShipController
for multiplayer. If setting up just a simple WaterObject
use the NetworkRigidbody
as the WaterObjects
are just simple Rigidbodies and do not need any advanced synchronization.
Mirror demo scene is included with the asset.
Make sure that the scene contains required InputProviders for the input system that is being used. More about Input here.
Setting up the scene
- Create a new GameObject called 'NetworkMananger'.
- Add the following components to the created object:
- NetworkManager
- NetworkManagerHUD
- TelepathyTransport (or other transport if you are not using Telepathy). In newer versions of Mirror KcpTransport is the default.
The scene should contain required InputProviders for the input system that is being used. More about Input here.
Setting up the vehicle
- Double click on Mirror.unitypackage (NWH\Dynamic Water Physics 2\OptionalPackages\Multiplayer) to import the required assets.
- Add MirrorMultiplayerShip component to the ship. This will also add necessary Mirror components automatically.
- Make sure that NetworkTransform's and NetworkRigidbody's Client Authority fields are ticked.
- Set Network Sync Interval to 0.05 (20Hz). Default value is 0.1 (10Hz) and is too low for physics objects and will result in stuttering.
- Set Compress Rotation to None.
- Save the vehicle as a prefab and assign it to
NetworkManager
's Player Prefab field.