Complete Mirror Multiplayer Integration for VSXGames Space Combat Kit.
Multiplayer versions of all main SCK demo scenes.
Multiplayer prefab versions of all ships, spawners and turrets.No additional assets are used in this package. Demo scenes are copies of the base Space Combat Kit. Demo scenes are URP but package can be used with BIRP as per the base Space Combat Kit.Mirror Integration for Space Combat Kit adds multiplayer support to VSXGames Space Combat Kit demo scenes, vehicles, weapons, turrets, loadouts, AI encounters, and respawning. It is designed as a practical starting point for developers who want to build networked space combat games using SCK and Mirror without rewriting the SCK gameplay stack from scratch.Bring Space Combat Kit into multiplayer with a ready-to-adapt Mirror integration.This package provides a Mirror-based multiplayer layer for Space Combat Kit, including network player spawning, synced ship entry and exit, multiplayer-ready fighter and capital ship prefabs, enemy ship spawning, enterable turret support, loadout scene handling, damage synchronization, respawn flow, and multiplayer-safe runtime fixes for common single-player behaviours.The integration keeps the core SCK workflow familiar. You still work with SCK vehicles, weapons, enterable cockpits, turrets, AI pilots, radar targets, HUD target boxes, health, and loadouts. The package adds the multiplayer glue around those systems so they can run in host/client sessions using Mirror.Included demo scenes cover space fighter combat, capital ship combat, enemy waves, enterable turrets, and multiplayer loadout flows. The editor builder can rebuild multiplayer variants from the installed SCK version, helping the integration stay aligned when Space Combat Kit is updated.Technical OverviewThe integration uses Mirror for object spawning, client authority, and network messages while preserving SCK's existing gameplay components wherever possible.Core systems include:- `SckMultiplayerNetworkManager`: extends the Mirror setup with SCK player spawning, saved loadout spawning, respawn timing, ship replacement, and capital ship respawn support.- `SckNetworkPlayerAgent`: represents the connected player and coordinates entering, exiting, and respawning in SCK vehicles.- `SckNetworkPlayerVehicle`: adds network ownership, vehicle entry state, health refresh, and multiplayer vehicle lifecycle behaviour to SCK ships.- `SckNetworkTurretSync`: synchronizes enterable turret use, turret damage, projectile/missile state, and target state across the network.- `SckNetworkMovingTargetSync`: keeps SCK moving demo targets server-authoritative and HUD-visible until the target is actually destroyed.- `SckNetworkSpaceshipWarpSpawn`: replaces the original SCK warp spawner where enemy ships must be spawned as Mirror network objects.- `SckMultiplayerRuntimeControl`: applies multiplayer runtime rules, suppresses single-player-only UI states, installs network-safe helpers, and cleans up invalid targeting state.- `SckInputSystemLoadoutCameraController`: runtime compatibility shim that replaces SCK loadout camera instances with an Input System-safe version when the new Input System is active.- `SckDeathmatchManager`: manages team slots, player/AI assignment, deathmatch ship spawning, team state synchronization, respawning, score tracking, and victory conditions.- `SckDeathmatchLoadoutTeamSelector`: adds the friendly/enemy team selector to the deathmatch loadout flow and stores the selected team for mission start.- 'SckNetworkFloatingOriginManager' Optional network aware Floating Origin Manager.- `SckMultiplayerDemoBuilder`: editor utility that creates multiplayer prefab variants, copies supported scenes, replaces single-player spawners, and repairs generated network prefab IDs.Sessions can run as Server, Host or client.The package does not replace SCK's flight model, weapons, damage model, radar, HUD, loadout UI, or vehicle entry systems. Instead, it wraps and adapts them for networked sessions.The runtime scripts include Fast Enter Play Mode safeguards for Unity 6.6 and newer. Mutable static registries, cached scene instances, pending network messages, scene-load subscriptions, and custom Mirror handler registration flags are reset at play-mode startup using `RuntimeInitializeLoadType.SubsystemRegistration`, so domain reload disabled projects do not inherit stale state from the previous Play session.Requirements- Unity project with VSXGames Space Combat Kit 2.12 imported.- Mirror networking package installed.- Input System setup compatible with the installed Space Combat Kit v 2.12.Recommended UsersThis integration is intended for Unity developers who already use Space Combat Kit and want a working Mirror multiplayer foundation. It is not a complete finished game or authoritative anti-cheat solution. It is a practical integration layer and demo framework designed to be extended for your own game modes, UI, matchmaking, persistence, and production networking rules.Included Demo Scenes- `MP_SCK_MainMenu`- `MP_SCK_SpaceFighters`- `MP_SCK_CapitalShips`- `MP_SCK_EnemyWaves`- `MP_SCK_Deathmatch`- `MP_EnterableTurrets`- `MP_SCK_Loadout_SpaceFighters`- `MP_SCK_Loadout_CapitalShips`Additional Scenes- `MP_SCK_Deathmatch`- `MP_SCK_Loadout_Deathmatch`DiscordAI used to assist documentation and promotional images.





