ObjectNet
  • Welcome
  • About
  • Full API Reference
  • Getting Started
    • System requirements
    • Installing
    • Step by Step
      • Step 1 - Configuring Scene
      • Step 2 - Defining a Database
      • Step 3 - Network Prefabs
      • Step 4 - Player Prefab
      • Step 5 - Spawn Position
      • Step 6 - Setup Server
      • Step 7 - Compiling Server
      • Step 8 - Compiling Client's
      • Step 9 - Running
      • Step 10 - Next Steps
  • General
    • Fundamentals
      • Network Events
      • Network Prefabs
      • Object Updates
      • Delivery Mode
      • Network Transport
      • DataStream
      • Providers Scripts
    • Network Components
      • Network Manager
        • Network DataBase
        • Network Transport
        • Server Mode
        • Connections
          • Server Connection
          • Client Connection
        • Enable Login
        • Movement Prediction
        • Remote Controls
        • Player Prefab
        • Other Settings
      • Network Prefabs
        • Registering Prefab
        • Synchronization Options
        • Prefab Scripts
        • Child Objects
        • Prefab Scripts ( Remote Input )
        • Script Variables
      • Network Events Manager
        • Global Events
        • Custom Events
      • Network Debugger
    • Network Behaviour
      • Ownership
      • Network Methods
      • Network Variables
      • Manual Animations
      • Playing Audio
      • Sending Events
      • Common Functions
    • Spawn and Despawn
      • Spawn Objects
      • Despawn Objects
      • In-Scene Objects
      • Spawn Player Manually
      • Respawn Player
    • NetworkManager Functions
      • Starting and Stopping Network
      • Scene Managment
        • Manual Scene Load
      • Sending Global Events
      • Common Functions
    • Example Scenes
      • Importing Examples
      • Converting Materials
      • Relay Example
        • Building Server
        • Building Client
      • Lobby Example
        • Building Server
        • Building Client
      • Authoritative Example
        • Building Server
        • Building Client
  • Advance
    • Custom DataStream
    • Custom Behaviour
  • Extras
    • Third Party Assets
      • Dissonance Voice Chat
      • SmoothSync
    • Unity Dedicated Server
    • Unity Transport
    • Steam Transport
    • Docker
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On this page
  1. Getting Started

Step by Step

Step 1 - Configuring SceneStep 2 - Defining a DatabaseStep 3 - Network PrefabsStep 4 - Player PrefabStep 5 - Spawn PositionStep 6 - Setup ServerStep 7 - Compiling ServerStep 8 - Compiling Client'sStep 9 - RunningStep 10 - Next Steps
PreviousInstallingNextStep 1 - Configuring Scene