IndieGame/client/Packages/com.unity.inputsystem@1.7.0/Samples~/SimpleMultiplayer
DOBEST\zhaoyingjie f242607587 初始化工程
2024-10-11 10:12:15 +08:00
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.sample.json 初始化工程 2024-10-11 10:12:15 +08:00
Player.prefab 初始化工程 2024-10-11 10:12:15 +08:00
Player.prefab.meta 初始化工程 2024-10-11 10:12:15 +08:00
README.md 初始化工程 2024-10-11 10:12:15 +08:00
README.md.meta 初始化工程 2024-10-11 10:12:15 +08:00
SimpleMultiplayerControls.inputactions 初始化工程 2024-10-11 10:12:15 +08:00
SimpleMultiplayerControls.inputactions.meta 初始化工程 2024-10-11 10:12:15 +08:00
SimpleMultiplayerDemo.unity 初始化工程 2024-10-11 10:12:15 +08:00
SimpleMultiplayerDemo.unity.meta 初始化工程 2024-10-11 10:12:15 +08:00
SimpleMultiplayerPlayer.cs 初始化工程 2024-10-11 10:12:15 +08:00
SimpleMultiplayerPlayer.cs.meta 初始化工程 2024-10-11 10:12:15 +08:00

Simple Multiplayer Demo

This demo shows a simple local multiplayer setup. Players can join by pressing buttons on the supported devices. As players join, the screen is subdivided in split-screen fashion.

Joining is handled by the PlayerManager GameObject in the scene which has the PlayerInputManager component added to it. The component references Player.prefab which is instantiated for each player that joins the game.

The prefab contains a GameObject that has a PlayerInput component added to it. The component references the actions available to each player which, by means of the control schemes defined in the asset, also determine the devices (and combinations of devices) supported by the game.

The actions available to each player are intentionally kept simple for this demonstration in order to not add irrelevant details. The only action available to players is Teleport which players can trigger through a button on their device. When trigger, they will be teleported to a random position within the game area. This serves to demonstrate that player inputs are indeed separate.

Note that each PlayerInput also references a Camera which is specific to each player. This is used by PlayerInputManager to configure the split-screen setup.