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

Installation/Setup

PreviousGuidesNextGetting Started

Last updated 3 months 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:

Unity Asset store

Git (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

GitHub (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