A simple third-person multiplayer sample for O3DE.
NOTE: For Linux, see the Linux specific setup in README_LINUX.
This repository uses Git LFS for storing large binary files. You will need to create a Github personal access token to authenticate with the LFS service.
You will need your personal access token credentials to authenticate when you clone the repository.
Create a personal access token with the 'repo' scope.
Recent versions of Git install a credential manager to store your credentials so you don't have to put in the credentials for every request. It is highly recommended you check that you have a credential manager installed and configured
You can clone the project to any folder locally, including inside the engine folder. If you clone the project inside an existing Git repository (e.g. o3de) you should add the project folder to the Git exclude file for the existing repository.
# clone the project into a folder outside your engine repository folder
> git clone https://github.com/o3de/o3de-multiplayersample.git
Cloning into 'o3de-multiplayersample'...
# clone the project into a folder named 'o3de-multiplayersample' in your existing engine repository folder
> git clone https://github.com/o3de/o3de-multiplayersample.git c:/path/to/o3de/o3de-multiplayersample
Cloning into 'o3de-multiplayersample'...
# modify the local engine git exclude file to ignore the project folder
> echo o3de-multiplayersample > c:/path/to/o3de/.git/info/exclude
If you have a Git credential helper configured, you should not be prompted for your credentials anymore.
# register the engine (only need to do this once)
> c:/path/to/o3de/scripts/o3de register --this-engine
# register the project
> c:/path/to/o3de/scripts/o3de register -p c:/path/to/o3de-multiplayersample
This option will output all the project binaries in the project's build folder e.g. c:/path/to/o3de-multiplayersample/build
# example configure command
> cmake c:/path/to/o3de -B c:/path/to/o3de-multiplayersample/build -G "Visual Studio 16" -DLY_3RDPARTY_PATH="c:/3rdparty" -DLY_PROJECTS="c:/path/to/o3de-multiplayersample"
# example build command
> cmake --build c:/path/to/o3de-multiplayersample/build --target Editor MultiplayerSample.GameLauncher MultiplayerSample.ServerLauncher --config profile -- /m /nologo
This option will output all the project and engine binaries in the engine's build folder e.g. c:/path/to/o3de/build
# example configure command
> cmake c:/path/to/o3de -B c:/path/to/o3de/build -G "Visual Studio 16" -DLY_3RDPARTY_PATH="c:/3rdparty" -DLY_PROJECTS="c:/path/to/o3de-multiplayersample"
# example build command
> cmake --build c:/path/to/o3de/build --target Editor MultiplayerSample.GameLauncher MultiplayerSample.ServerLauncher --config profile -- /m /nologo
Under project root, there should be 2 files: client.cfg and server.cfg. File client.cfg should contain:
connect
File server.cfg should contain:
host
LoadLevel Levels/SampleBase/SampleBase.spawnable
If these cfg files are not present, create them as they will be used to when launching server and client launchers.
A server can be run as follows
MultiplayerSample.ServerLauncher.exe --console-command-file=server.cfg
Refer to the O3DE document Test Multiplayer Games in the O3DE Editor, to set up required console variables (cvar) to support play in editor with servers. Ensure you configure editorsv_enabled
and editorsv_launch
as required. See the Console Variable Tutorial for more details on setting and using cvars.
A client can be run with:
MultiplayerSample.GameLauncher.exe --console-command-file=client.cfg
This will connect a client to the local server and start a multiplayer session.
For terms please see the LICENSE*.TXT file at the root of this distribution.