新增FishNet文档
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description: >-
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The first step to networking is connecting over the network. Learn about that
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process here!
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---
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# Getting Connected
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{% stepper %}
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{% step %}
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### **Creating the NetworkManager**
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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.
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<figure><img src="../../.gitbook/assets/adding-network-manager.png" alt="Adding the NetworkManager Prefab"><figcaption><p>Adding the NetworkManager prefab</p></figcaption></figure>
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{% hint style="info" %}
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If you imported FishNet from the git URL instead of the asset store or .unitypackage file, then the location of the FishNet directory will be `Packages/FishNet: Networking Evolved` instead of `Assets/FishNet`
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{% endhint %}
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{% endstep %}
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{% step %}
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### **Configuring FishNet to auto start**
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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 and/or server. It also allows you to automatically start as a server, client, or host as soon as the **NetworkManager** loads in the game.
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Expand the **NetworkManager's** fold-out icon to see its child game objects and select the **NetworkHudCanvas** game object. Find the **Network Hud Canvases** component on the object and set the **Auto Start Type** to **Host**.
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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.
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<figure><img src="../../.gitbook/assets/setting-autostart-type.png" alt="Setting the Auto Start Type"><figcaption><p>Setting the Auto Start Type</p></figcaption></figure>
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{% endstep %}
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{% step %}
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### **Testing the connection**
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Once everything is set up, press the Play button in Unity's Editor to launch your scene.
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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.
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{% hint style="info" %}
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If the buttons do not look like the example image then it just means your project is using Unity's new input system package; this is not a problem and you can simply check if the server and client are started by the button names being "Stop Server" and "Stop Client" respectively.
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{% endhint %}
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Additionally the console will log some network-related messages. Successful connection messages should appear, indicating that the host and client are running properly.
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<figure><img src="../../.gitbook/assets/successful-connection-logs.png" alt="Successful connection logs"><figcaption><p>Successful connection logs</p></figcaption></figure>
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{% endstep %}
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{% endstepper %}
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{% hint style="success" %}
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You will see following warning: "Player prefab is empty and cannot be spawned for connection 0."
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This is fine and will be dealt with in the next section.
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{% endhint %}
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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.
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{% hint style="info" %}
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Download the project files with these completed steps here, or explore the repository:
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<a href="https://github.com/maxkratt/fish-networking-getting-started/releases/download/getting-connected-complete/getting-connected.unitypackage" class="button primary" data-icon="down-to-line">Source Files</a> <a href="https://github.com/maxkratt/fish-networking-getting-started/tree/getting-connected" class="button secondary" data-icon="github">Repository</a>
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{% endhint %}
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