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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 Working with the Multiplayer Services SDK.
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.