Quick Start: Dissonance with Forge Networking Remastered
This tutorial will guide you through the steps required to get a basic Dissonance setup working in your project. By the end of this tutorial, you will having working voice comms with all users talking in a global chat room.
Before beginning this tutorial, please refer to the installation guide to learn how to install Dissonance into your project.
A demo scene for this tutorial can be found in the
Dissonance/Integrations/ForgeNetworkingRemastered/Demo folder. Please make sure to read the include readme file before trying the demo scene.
Step 1: Dissonance Comms Object
Dissonance runs mostly from a single game object, which should be placed somewhere near the root of your scene. This game object contains the main "Dissonance Comms" behavior, together with the Forge networking script.
To place the default Dissonance game object into your scene, drag and drop the
DissonanceSetup prefab from the
Dissonance/Integrations/ForgeNetworkingRemastered folder into your scene. This should create a game object with two scripts attached: "Dissonance Comms" and "Forge Remastered Comms Network".
Step 2: Add a Broadcast Trigger
You now have a functional Dissonance comms system, but you are not yet transmitting anything.
Before you can speak to anyone, you need to add a "Voice Broadcast Trigger" script to our scene. This script can be placed anywhere, but for this tutorial, you should simply add it to the DissonanceSetup game object you created in step 1.
The "Voice Broadcast Trigger" controls when the user's microphone is being transmitted to other players, and to whom the user is talking. There are many configuration options on this script to provide more advanced control of under what sitations we should be transmitting and who to, but for this tutorial simply leave the settings at default.
The default broadcast trigger configuration includes two settings of note: 1. Transmit on Voice Activation. This means Dissonance will transmit whenever it detects that the user is speaking. 2. Transmit to the 'Global' chat room.
Step 3: Add a Receipt Trigger
Now you are talking into the 'Global' room automatically whenever you speak. However, you still can't hear anyone speaking. This is because you are not listening to the 'Global' room and so you are not receiving any of these transmissions.
To listen to the 'Global' room, add a "Voice Receipt Trigger" to the scene. Like the "Voice Broadcast Trigger", this script can be placed anywhere, but for this tutorial you should simply add it to the DissonanceSetup game object.
Again, leave this on the default configuration, which should have trigger activation disabled and be listening to the 'Global' chat room.
Congratulations, you have now added voice comms to your game! What to do next?