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| 1 | +# Single player sessions |
| 2 | + |
| 3 | +Netcode for GameObjects provides a [SinglePlayerTransport](https://docs.unity3d.com/Packages/com.unity.netcode.gameobjects@2.13/api/Unity.Netcode.Transports.SinglePlayer.SinglePlayerTransport.html) which derives from [NetworkTransport](https://docs.unity3d.com/Packages/com.unity.netcode.gameobjects@2.13/api/Unity.Netcode.NetworkTransport.html). |
| 4 | + |
| 5 | +This provides the ability to run a hosted session using the single player transport without having to modify your primary netcode script. |
| 6 | + |
| 7 | +## Adding the single player transport |
| 8 | + |
| 9 | +- Add the `SinglePlayerTransport` to your NetworkManager. |
| 10 | +- You can create a custom `MonoBehaviour` component to handle your connection flow or you can derive from `NetworkManager` and add additional methods/logic to handle starting a single player session or multiplayer session. |
| 11 | + - When starting a single player session, prior to starting the NetworkManager as a host (_required_), you will want to assign the `SinglePlayerTransport` to the `NetworkManager.NetworkConfig.NetworkTransport`. |
| 12 | + - When starting a multiplayer session, prior to starting the NetworkManager, you will want to assign the `UnityTransport` (_or any other `NetworkTransport` derived class that you might use for multiplayer sessions_) to the `NetworkManager.NetworkConfig.NetworkTransport`. |
| 13 | + |
| 14 | +## Example script |
| 15 | + |
| 16 | +Below is an example script that derives from NetworkManager to provide a single method to start a single or multi player session: |
| 17 | + |
| 18 | +```csharp |
| 19 | +using Unity.Netcode; |
| 20 | +using Unity.Netcode.Transports.SinglePlayer; |
| 21 | +using Unity.Netcode.Transports.UTP; |
| 22 | + |
| 23 | +/// <summary> |
| 24 | +/// Example of how to start a single player or multiplayer session. |
| 25 | +/// </summary> |
| 26 | +public class ExtendedNetworkManager : NetworkManager |
| 27 | +{ |
| 28 | + private UnityTransport m_UnityTransport; |
| 29 | + private SinglePlayerTransport m_SinglePlayerTransport; |
| 30 | + |
| 31 | + public bool StartSinglePlayer() |
| 32 | + { |
| 33 | + NetworkConfig.NetworkTransport = m_SinglePlayerTransport; |
| 34 | + return StartHost(); |
| 35 | + } |
| 36 | + |
| 37 | + public enum StartType |
| 38 | + { |
| 39 | + SinglePlayer, |
| 40 | + Client, |
| 41 | + Host, |
| 42 | + Server |
| 43 | + } |
| 44 | + |
| 45 | + private void Awake() |
| 46 | + { |
| 47 | + m_UnityTransport = GetComponent<UnityTransport>(); |
| 48 | + m_SinglePlayerTransport = GetComponent<SinglePlayerTransport>(); |
| 49 | + } |
| 50 | + |
| 51 | + public bool StartSession(StartType startType) |
| 52 | + { |
| 53 | + var startStatus = false; |
| 54 | + NetworkConfig.NetworkTransport = startType == StartType.SinglePlayer ? m_SinglePlayerTransport : m_UnityTransport; |
| 55 | + switch (startType) |
| 56 | + { |
| 57 | + case StartType.Host: |
| 58 | + case StartType.SinglePlayer: |
| 59 | + { |
| 60 | + startStatus = StartHost(); |
| 61 | + break; |
| 62 | + } |
| 63 | + case StartType.Server: |
| 64 | + { |
| 65 | + startStatus = StartServer(); |
| 66 | + break; |
| 67 | + } |
| 68 | + case StartType.Client: |
| 69 | + { |
| 70 | + startStatus = StartClient(); |
| 71 | + break; |
| 72 | + } |
| 73 | + } |
| 74 | + return startStatus; |
| 75 | + } |
| 76 | +} |
| 77 | +``` |
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