Dynamic Water Physics 2
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    Mirror

    Setup guide for Dynamic Water Physics 2 multiplayer using Mirror framework.

    The guide shows how to set up AdvancedShipController for multiplayer. If setting up just a simple WaterObject use the NetworkRigidbody as the WaterObjects are just simple Rigidbodies and do not need any advanced synchronization.

    Mirror demo scene is included with the asset.

    Warning: Make sure that the scene contains required InputProviders for the input system that is being used. More about Input here.

    Setting up the scene

    • Create a new GameObject called 'NetworkManager'.
    • Add the following components to the created object:
      • NetworkManager
      • NetworkManagerHUD
      • TelepathyTransport (or other transport if you are not using Telepathy). In newer versions of Mirror KcpTransport is the default.

    Warning: The scene should contain required InputProviders for the input system that is being used. More about Input here.

    Setting up the vehicle

    • Double click on Mirror.unitypackage (NWH\Dynamic Water Physics 2\OptionalPackages\Multiplayer) to import the required assets.
    • Add MirrorMultiplayerShip component to the ship. This will also add necessary Mirror components automatically.
    • Make sure that NetworkTransform's and NetworkRigidbody's Client Authority fields are ticked.
      • Set Network Sync Interval to 0.05 (20Hz). Default value is 0.1 (10Hz) and is too low for physics objects and will result in stuttering.
      • Set Compress Rotation to None.
      • Save the vehicle as a prefab and assign it to NetworkManager's Player Prefab field.
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