Note: Before you continue, make sure you have git installed and configured.
Open up a terminal and navigate to where you want to have your samples root folder and run the command:
$ git clone https://github.com/Unity-Technologies/multiplayer
This command makes git clone the repository into a folder called multiplayer.
Start up the Unity Editor and begin by creating a New Project. Set the project location to the same root folder as the cloned multiplayer
repository, name it client-server. Your root should look something like this:
client-server/
multiplayer/
Update the manifest file inside the Packages folder, so it points to our newly downloaded preview package.
Open up the Packages/manifest.json file in your favorite editor and, inside the {}
under "dependencies"
, add the line: "com.unity.transport": "file:../../multiplayer/com.unity.transport",
The path "../../multiplayer"
is relative, this means that if you go two levels up in the folder structure there should be a folder called multiplayer. See overview below:
:.
├───client-server
│ ├───Assets
│ │ ├───Scenes
│ │ └───Scripts
│ ├───Packages <- We are here.
│ │ manifest.json
│ │
│ └───ProjectSettings
└───multiplayer
├───com.unity.transport <- We want to point to here.
└───network.bindings
Note: In some cases, you might also need to add the line
"com.unity.mathematics": "0.0.12-preview.19",
to your manifest file. If so, set the Scripting Runtime Version to .NET 4.x Equivalent. You can find these settings under Edit > Project Settings > Player > Configuration.
Your file should now look something like this:
Filename: Packages/manifest.json
{
"dependencies": {
"com.unity.transport": "file:../../multiplayer/com.unity.transport",
"com.unity.mathematics": "0.0.12-preview.19",
"com.unity.ads": "2.0.8",
...
"com.unity.modules.xr": "1.0.0"
}
}
Go back to the Editor, and you should see it reloading. When finished, you can open up the Packages tree inside the Project view and find a new package called com.unity.transport
.
You should see a message indicating that there were no errors. If so, you are ready to go on to the next phase.
Note: If you encounter errors, please report an issue in the repository.