Last updated
Last updated
The NetworkManager is a central component of FishNet that manages the networking lifecycle, including establishing connections, hosting sessions, and handling client-server communication. For convenience, FishNet has a ready-made NetworkManager prefab that you can use. You can find the prefab located in the FishNet directory under Demos/Prefabs/NetworkManager.prefab
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Drag and drop this NetworkManager prefab into your Unity scene.
The NetworkHudCanvas is a user interface provided by the example NetworkManager designed for quick testing of network connections. It displays buttons to start as a client, or server. It also allows you to automatically start as a server, client, or host as soon as the NetworkManager loads in the game.
Expand the NetworkManager's fold-out icon to see its child game objects and select the NetworkHudCanvas. Find the "Network Hud Canvases" component on the object and set the "Auto Start Type" to Host.
This configuration will ensure that the application automatically starts as a host (a server and a client at the same time) when the scene is loaded.
Once everything is set up, press the Play button in Unity's Editor to launch your scene.
The two Server and Client buttons in the top left of the game window should turn blue to indicate that the server and both active.
Additionally the console will log some network-related messages. Successful connection messages should appear, indicating that the host and client are running properly.
By following these steps, you should now have a functional network setup in your Unity project using FishNet. This guide provides the foundation for more complex networking workflows, such as syncing objects and managing connections.
It's okay if when the game starts the buttons show up like this: That simply means you are using the new input system and you can tell if the server and client are started by the button names being "Stop Server" and "Stop Client" respectively.
The first step to networking, is connecting over the network. Learn about that process here!