PurrNet
  • 🐈Introduction
    • ‼️Unique to PurrNet
    • 💲Pricing
    • 💻Compatibility
    • 📚Addon library
    • 🗺️Roadmap
    • 🏎️Performance
      • RPC Benchmarks
      • Network Transform benchmarks
    • 🥰Support PurrNet
  • 🏁Getting Started
    • Installation
    • Minimal Setup
    • Converting to PurrNet
      • Converting from Mirror
      • Converting from FishNet
  • 📚Simple Guides
    • Easy Multiplayer Physics (input Sync)
  • 🖥️Systems and modules
    • Network Manager
      • Network Rules
      • Network Prefabs
      • Network Visibility
        • Distance condition
      • Authentication
    • Transports
      • Composite Transport
      • UDP Transport
      • Web Transport
      • Local Transport
      • Steam Transport
      • Purr Transport
      • Simulating latency
    • Network Identity
      • Ownership
      • Spawning & Despawning
      • NetworkBehaviour
      • Don't destroy on load
    • Network Modules
      • Common Pitfalls
      • Sync Types
        • SyncVar
        • SyncList
        • SyncArray
        • SyncQueue
        • SyncDictionary
        • SyncEvent
        • SyncHashset
        • SyncTimer
        • SyncInput
    • Remote Procedure Calls
      • Generic RPC
      • Static RPC
      • Awaitable RPC
      • Direct Local Execution of RPCs
    • Broadcasts
    • Scene Management
    • Client Side Prediction
      • Overview
      • Predicted Identities
      • Predicted Hierarchy
      • Best Practices
      • Input Handling
      • State Handling
    • Instance Handler
    • Collider Rollback
    • BitPacker
      • Networking custom classes, structs & types
  • Plug n' play components
    • Network Transform
    • Network Animator
    • Network Ownership Toggle
    • Network Reflection
    • Network State Machine
  • 🎮Full game guides
    • 🔫First Person Shooter
    • 🪓Survival Game
  • ✊Community Guides
    • Chat system with broadcasts
  • 🧩Addons
    • Lobby System
  • 🤓Terminology
    • Early Access
    • Channels
    • Client Auth/Everyone (Unsafe)
    • Host
    • Server Auth (Safe)
    • PlayerID
  • 💡Integrations
    • Dissonance
    • Cozy Weather
Powered by GitBook
On this page
  • Adding it to your project
  • Git through Package Manager
  • Unity Asset store
  • Package Import
  1. Getting Started

Installation

PreviousGetting StartedNextMinimal Setup

Last updated 2 days ago

Getting set up with PurrNet is very easy, and takes only a few steps to get you started making multiplayer games!

Adding it to your project

You can add PurrNet to your project in 3 ways:

Git through Package Manager

Through the package manager you can add a package using a git URL. Just add the following URL, and whenever you need PurrNet updated, you can update it directly from the package manager:

https://github.com/PurrNet/PurrNet.git?path=/Assets/PurrNet#release You can also use the dev branch if you're looking to access the latest features, though it may come at the cost of stability. You can switch at any time by using either URLs:

https://github.com/PurrNet/PurrNet.git?path=/Assets/PurrNet#dev

⚠️ Requirements

  • You must have Git installed on your system for Unity to fetch packages via git URLs.

  • If you just installed Git, restart Unity and Unity Hub before trying again.

  • If it still doesn't work after restarting Unity, restart your computer.

Unity Asset store

Package Import

It's as easy as going to the asset store using this link, and adding it like a normal package:

You can download the latest release from and simply double click it to import it into your project

You can now continue on to the page

🏁
https://assetstore.unity.com/packages/slug/297320
this page
Getting Started