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Question MLAPI while still supporting Local/Couch coop multiplayer

Discussion in 'Netcode for GameObjects' started by julcreutz, Aug 22, 2021.

  1. julcreutz

    julcreutz

    Joined:
    May 4, 2021
    Posts:
    12
    How would I go about supporting both local (couch coop) AND online multiplayer?

    Seeing as NetworkManager singleton's client is only meant to be one player, would I need to seperate implementations for local/online multiplayer?
     
  2. luke-unity

    luke-unity

    Unity Technologies

    Joined:
    Sep 30, 2020
    Posts:
    306
    Yeah at the moment you would need a separate implementation. We've removed the singleton restriction and with our next release you might be able to run multiple NetworkManager instances in the same application. But it won't be a fully supported workflow and might have some limitations.
     
  3. julcreutz

    julcreutz

    Joined:
    May 4, 2021
    Posts:
    12
    Gotcha.
     
  4. Neto_Kokku

    Neto_Kokku

    Joined:
    Feb 15, 2018
    Posts:
    1,427
    You can do it by separating the concepts of "player" from "character" so a player (representing a connection) owns and controls multiple characters.
     
    luke-unity likes this.
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