ドキュメント

サポート

Multiplayer Services SDK

Multiplayer Services SDK

Get started

Learn the different methods to add sessions-based multiplayer functionality to your game.
読み終わるまでの所要時間 1 分最終更新 7日前

For new multiplayer projects, use the following guides to get started with the Multiplayer Services SDK. For existing projects already using Lobby, Relay, or Matchmaker, refer to the migration guide to start using the Multiplayer Services SDK.
After you install the Multiplayer Services package, you're now ready to begin adding multiplayer elements to your game with sessions. A session represents a group of players that are connected together for a set period of time during a multiplayer game. Players can join sessions through matchmaking, a Join Code, or by browsing a list of active sessions. An effective way to learn how to include sessions in your game is through tutorials using either the Netcode for GameObjects or the Netcode for Entities networking libraries. For a simple example, begin with Build a session with Netcode for GameObjects. Next, complete Build a session with Netcode for Entities for a more complex lesson for projects using Data-Oriented Technology Stack (DOTS). Completing these tutorials results in a simple multiplayer game that gives you the foundational knowledge you need to add multiplayer functionality to your games using the Multiplayer Services package. To learn how to interact programmatically with your multiplayer game, refer to Integrating Multiplayer Sessions in your game. Familiarize yourself with the following key terms as they relate to sessions before you continue:
  • Host: The creator of the session.
  • Client: Anyone else who is in the session but didn't create it.
  • Session property: A piece of information attached to the session.
  • Player property: A piece of information attached to a player in the session.
重要
The Multiplayer Services SDK unites the functionality of the standalone SDKs from the following services:The unified SDK simplifies interacting with Unity's Gaming Services, but limitations from the underlying services still apply. For more information about those limitations, refer to this page's Additional resources.