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How does the MLAPI multi project structure work?
Hi guys,
I'm planning on making a multiplayer game, and I was reading the MLAPI documentation. I want it to have dedicated server, so the server is going to be its own Unity project.
What I'm not understanding is the actual difference between the two projects.
Because according to the documentation the server should have all the behaviors and prefabs that the normal game project does.
Is that the case? Is the dedicated server project the same as the game one asset wise? same assets have to be imported in both projects? Or scene structure? Levels? I'm sure I'm getting something wrong. I would appreciate some clarification.
Also in the documentation, there seems to be no mention of specifying a port when hosting a server, or an IP address when connecting to one (unless I missed them), which is odd.
Thanks in advance for the help.
Answer by IvanKelber · Mar 10, 2021 at 11:41 AM
I haven't had much experience with MLAPI but if you are using a Windows you can use https://github.com/hwaet/UnityProjectCloner to duplicate your project. The tool uses symlinks to keep your files up to date so you don't have to maintain all of your changes twice.
Answer by DJcrafter5606 · Mar 31, 2021 at 09:31 PM
Nowadays there aren't many MLAPI tutorials but i've found a youtuber that makes an RPG Multiplayer: https://www.youtube.com/watch?v=qJMXv5J4wf4&list=PLbxeTux6kwSAseRmJeCyvkANHsI16PoM6
First, for the ip adress don't touch nothing execpt setting uNet transport, you need a netkworkmanager empty just to manage the network scripts, then you have a script called networkmanager that has prefabs for players and scenes, in the tutorials I left you will understand everything don't worry
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