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# Multiple Additive Scenes Example
In Build Settings, remove all scenes and add both of the scenes from the Scenes folder in the following order:
- Main
- Game
Open the Main scene in the Editor and make sure the Game Scene field in the MultiScene Network Manager on the Network scene object contains the Game scene. This is already setup by default, but if the Main scene was opened and saved before putting the scenes in the Build Settings list, the Game Scene field may be cleared accidentally.
## MultiScene Network Manager
The MultiScene Network Manager is derived from the base Network Manager and is responsible for additively loading the subscene instances and placing the players in their respective subscene instances and initializing player SyncVars. It has a Game Scene field where the Game subscene is assigned, and an Instances field to set how many instances are loaded on the server.
In this example, the subscene instances are additively loaded on the server with `localPhysicsMode = LocalPhysicsMode.Physics3D`. Physics subscenes do not auto-simulate, so each scene has a game object with a generic `PhysicsSimulator` script on it. This script does nothing on the client, only on the server.
Clients only ever have one instance of the subscene additively loaded (without `localPhysicsMode`), while server has them all. All networked objects have a `NetworkSceneChecker` component which is what isolates them to their specific subscene.
## Playing in the Instances
File -\> Build and Run
Start at least 3 built instances: These will all be client players.
Press Play in the Editor and click Host (Server + Client) in the HUD - This will be the host and the 1st player. You can also use Server Only if you prefer.
Click Client in the built instances.
- WASDQE keys to move & turn your player capsule, Space to jump.
- Colliding with the small colored spheres scores points base on their color.
- Colliding with the larger tumblers sends them rolling around...they're server-side non-kinematic rigidbodies.
- Only scores for the players in the same subscene are shown at the top of the game window.

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using System.Collections;
using System.Collections.Generic;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace Mirror.Examples.MultipleAdditiveScenes
{
[AddComponentMenu("")]
public class MultiSceneNetManager : NetworkManager
{
[Header("Spawner Setup")]
[Tooltip("Reward Prefab for the Spawner")]
public GameObject rewardPrefab;
public byte poolSize = 20;
[Header("MultiScene Setup")]
public int instances = 3;
[Scene]
public string gameScene;
// This is set true after server loads all subscene instances
bool subscenesLoaded;
// subscenes are added to this list as they're loaded
readonly List<Scene> subScenes = new List<Scene>();
// Sequential index used in round-robin deployment of players into instances and score positioning
int clientIndex;
#region Server System Callbacks
/// <summary>
/// Called on the server when a client adds a new player with NetworkClient.AddPlayer.
/// <para>The default implementation for this function creates a new player object from the playerPrefab.</para>
/// </summary>
/// <param name="conn">Connection from client.</param>
public override void OnServerAddPlayer(NetworkConnectionToClient conn)
{
StartCoroutine(OnServerAddPlayerDelayed(conn));
}
// This delay is mostly for the host player that loads too fast for the
// server to have subscenes async loaded from OnStartServer ahead of it.
IEnumerator OnServerAddPlayerDelayed(NetworkConnectionToClient conn)
{
// wait for server to async load all subscenes for game instances
while (!subscenesLoaded)
yield return null;
// Send Scene message to client to additively load the game scene
conn.Send(new SceneMessage { sceneName = gameScene, sceneOperation = SceneOperation.LoadAdditive });
// Wait for end of frame before adding the player to ensure Scene Message goes first
yield return new WaitForEndOfFrame();
Transform startPos = GetStartPosition();
GameObject player = startPos != null
? Instantiate(playerPrefab, startPos.position, startPos.rotation)
: Instantiate(playerPrefab);
// instantiating a "Player" prefab gives it the name "Player(clone)"
// => appending the connectionId is WAY more useful for debugging!
player.name = $"{playerPrefab.name} [connId={conn.connectionId}]";
PlayerScore playerScore = player.GetComponent<PlayerScore>();
playerScore.playerNumber = clientIndex;
playerScore.scoreIndex = clientIndex / subScenes.Count;
playerScore.matchIndex = clientIndex % subScenes.Count;
// Do this only on server, not on clients
// This is what allows Scene Interest Management
// to isolate matches per scene instance on server.
if (subScenes.Count > 0)
SceneManager.MoveGameObjectToScene(player, subScenes[clientIndex % subScenes.Count]);
NetworkServer.AddPlayerForConnection(conn, player);
clientIndex++;
}
#endregion
#region Start & Stop Callbacks
/// <summary>
/// This is invoked when a server is started - including when a host is started.
/// <para>StartServer has multiple signatures, but they all cause this hook to be called.</para>
/// </summary>
public override void OnStartServer()
{
StartCoroutine(ServerLoadSubScenes());
}
// We're additively loading scenes, so GetSceneAt(0) will return the main "container" scene,
// therefore we start the index at one and loop through instances value inclusively.
// If instances is zero, the loop is bypassed entirely.
IEnumerator ServerLoadSubScenes()
{
for (int index = 1; index <= instances; index++)
{
yield return SceneManager.LoadSceneAsync(gameScene, new LoadSceneParameters { loadSceneMode = LoadSceneMode.Additive, localPhysicsMode = LocalPhysicsMode.Physics3D });
Scene newScene = SceneManager.GetSceneAt(index);
subScenes.Add(newScene);
}
Spawner.InitializePool(rewardPrefab, poolSize);
foreach (Scene scene in subScenes)
if (scene.IsValid())
Spawner.InitialSpawn(scene);
subscenesLoaded = true;
}
/// <summary>
/// This is called when a server is stopped - including when a host is stopped.
/// </summary>
public override void OnStopServer()
{
NetworkServer.SendToAll(new SceneMessage { sceneName = gameScene, sceneOperation = SceneOperation.UnloadAdditive });
if (gameObject.activeSelf)
StartCoroutine(ServerUnloadSubScenes());
Spawner.ClearPool();
clientIndex = 0;
}
// Unload the subScenes and unused assets and clear the subScenes list.
IEnumerator ServerUnloadSubScenes()
{
for (int index = 0; index < subScenes.Count; index++)
if (subScenes[index].IsValid())
yield return SceneManager.UnloadSceneAsync(subScenes[index]);
subScenes.Clear();
subscenesLoaded = false;
yield return Resources.UnloadUnusedAssets();
}
public override void OnClientSceneChanged()
{
// Don't initialize the pool for host client because it's
// already initialized in OnRoomServerSceneChanged
if (!NetworkServer.active && SceneManager.sceneCount > 1)
Spawner.InitializePool(rewardPrefab, poolSize);
base.OnClientSceneChanged();
}
// Unload all but the active scene, which is the "container" scene
IEnumerator ClientUnloadSubScenes()
{
for (int index = 0; index < SceneManager.sceneCount; index++)
if (SceneManager.GetSceneAt(index) != SceneManager.GetActiveScene())
yield return SceneManager.UnloadSceneAsync(SceneManager.GetSceneAt(index));
}
/// <summary>
/// This is called when a client is stopped.
/// </summary>
public override void OnStopClient()
{
// Clear the pool when stopping client
// Only do this if we're not the host client because
// pool needs to remain active for remote clients
if (!NetworkServer.active)
Spawner.ClearPool();
// Make sure we're not in ServerOnly mode now after stopping host client
if (mode == NetworkManagerMode.Offline)
if (gameObject.activeSelf) StartCoroutine(ClientUnloadSubScenes());
}
#endregion
}
}

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using UnityEngine;
namespace Mirror.Examples.MultipleAdditiveScenes
{
[RequireComponent(typeof(Rigidbody))]
public class PhysicsCollision : NetworkBehaviour
{
[Tooltip("how forcefully to push this object")]
public float force = 12;
public Rigidbody rigidbody3D;
protected override void OnValidate()
{
base.OnValidate();
if (rigidbody3D == null)
rigidbody3D = GetComponent<Rigidbody>();
}
void Start()
{
rigidbody3D.isKinematic = !isServer;
}
[ServerCallback]
void OnCollisionStay(Collision other)
{
if (other.gameObject.CompareTag("Player"))
{
// get direction from which player is contacting object
Vector3 direction = other.contacts[0].normal;
// zero the y and normalize so we don't shove this through the floor or launch this over the wall
direction.y = 0;
direction = direction.normalized;
// push this away from player...a bit less force for host player
if (other.gameObject.GetComponent<NetworkIdentity>().connectionToClient.connectionId == NetworkConnection.LocalConnectionId)
rigidbody3D.AddForce(direction * force * .5f);
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rigidbody3D.AddForce(direction * force);
}
}
}
}

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using UnityEngine;
namespace Mirror.Examples.MultipleAdditiveScenes
{
public class PlayerScore : NetworkBehaviour
{
[SyncVar]
public int playerNumber;
[SyncVar]
public int scoreIndex;
[SyncVar]
public int matchIndex;
[SyncVar]
public uint score;
public int clientMatchIndex = -1;
void OnGUI()
{
if (!isServerOnly && !isLocalPlayer && clientMatchIndex < 0)
clientMatchIndex = NetworkClient.connection.identity.GetComponent<PlayerScore>().matchIndex;
if (isLocalPlayer || matchIndex == clientMatchIndex)
GUI.Box(new Rect(10f + (scoreIndex * 110), 10f, 100f, 25f), $"P{playerNumber}: {score}");
}
}
}

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using UnityEngine;
namespace Mirror.Examples.MultipleAdditiveScenes
{
[AddComponentMenu("")]
[RequireComponent(typeof(Common.RandomColor))]
public class Reward : NetworkBehaviour
{
[Header("Components")]
public Common.RandomColor randomColor;
[Header("Diagnostics")]
[ReadOnly, SerializeField]
bool available = true;
protected override void OnValidate()
{
if (Application.isPlaying) return;
base.OnValidate();
Reset();
}
void Reset()
{
// Default position out of reach
transform.position = new Vector3(0, -1000, 0);
if (randomColor == null)
randomColor = GetComponent<Common.RandomColor>();
}
public override void OnStartServer()
{
available = true;
}
[ServerCallback]
void OnTriggerEnter(Collider other)
{
// Don't process collisions when it's in the pool
if (!gameObject.activeSelf) return;
// Set up physics layers to prevent this from being called by non-players
// and eliminate the need for a tag check here.
if (!other.CompareTag("Player")) return;
// This is a fast switch to prevent two players claiming the reward in a bang-bang close contest for it.
// First to trigger turns it off, pending the object being destroyed a few frames later.
if (!available)
return;
available = false;
// Calculate the points from the color...lighter scores higher as the average approaches 255
// UnityEngine.Color RGB values are byte 0 to 255
uint points = (uint)((randomColor.color.r + randomColor.color.g + randomColor.color.b) / 3);
// award the points via SyncVar on Player's PlayerScore
other.GetComponent<PlayerScore>().score += points;
Spawner.RecycleReward(gameObject);
}
}
}

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using System.Threading.Tasks;
using UnityEngine;
using UnityEngine.SceneManagement;
namespace Mirror.Examples.MultipleAdditiveScenes
{
internal static class Spawner
{
static GameObject prefab;
static byte poolSize = 10;
static Pool<GameObject> pool;
static ushort counter;
internal static void InitializePool(GameObject poolPrefab, byte count)
{
prefab = poolPrefab;
poolSize = count;
NetworkClient.RegisterPrefab(prefab, SpawnHandler, UnspawnHandler);
pool = new Pool<GameObject>(CreateNew, poolSize);
}
internal static void ClearPool()
{
if (prefab == null) return;
NetworkClient.UnregisterPrefab(prefab);
if (pool == null) return;
// destroy all objects in pool
while (pool.Count > 0)
Object.Destroy(pool.Get());
counter = 0;
pool = null;
}
static GameObject SpawnHandler(SpawnMessage msg) => Get(msg.position, msg.rotation);
static void UnspawnHandler(GameObject spawned) => Return(spawned);
static GameObject CreateNew()
{
// use this object as parent so that objects dont crowd hierarchy
GameObject next = Object.Instantiate(prefab);
counter++;
next.name = $"{prefab.name}_pooled_{counter:00}";
next.SetActive(false);
return next;
}
public static GameObject Get(Vector3 position, Quaternion rotation)
{
GameObject next = pool.Get();
// set position/rotation and set active
next.transform.SetPositionAndRotation(position, rotation);
next.SetActive(true);
return next;
}
// Used to put object back into pool so they can b
// Should be used on server after unspawning an object
// Used on client by NetworkClient to unspawn objects
public static void Return(GameObject spawned)
{
// disable object
spawned.SetActive(false);
// move the object out of reach so OnTriggerEnter doesn't get called
spawned.transform.position = new Vector3(0, -1000, 0);
// add back to pool
pool.Return(spawned);
}
[ServerCallback]
internal static void InitialSpawn(Scene scene)
{
for (int i = 0; i < 10; i++)
SpawnReward(scene);
}
[ServerCallback]
internal static void SpawnReward(Scene scene)
{
Vector3 spawnPosition = new Vector3(Random.Range(-19, 20), 1, Random.Range(-19, 20));
GameObject reward = Get(spawnPosition, Quaternion.identity);
SceneManager.MoveGameObjectToScene(reward, scene);
NetworkServer.Spawn(reward);
}
[ServerCallback]
internal static async void RecycleReward(GameObject reward)
{
NetworkServer.UnSpawn(reward);
await DelayedSpawn(reward.scene);
}
static async Task DelayedSpawn(Scene scene)
{
await Task.Delay(new System.TimeSpan(0, 0, 1));
SpawnReward(scene);
}
}
}

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