[TUTORIAL SERIES] Creating Multiplayer Menu in Unity – Open Source (Youtube + GitHub)

Hi everyone,

I’ve started a new Unity tutorial series about creating a multiplayer-ready main menu system using Unity Netcode. The goal of this series is to show how to build a clean and scalable menu architecture that can be used as a foundation for multiplayer games.


What will be included at the end of this tutorial series:

Startup Architecture

  • Dedicated Startup Scene that initializes core systems
  • Managers like NetworkManager, ConnectionManager, and GameManager
  • Objects persist across scenes via DontDestroyOnLoad
  • The Startup Scene runs only once and is never loaded again

Main Menu System

  • Clean Main Menu UI with buttons for:
    • Local Game
    • Online Game
    • Quit
  • Background image and basic UI layout

Local Multiplayer Menu

  • Dedicated Local Game Panel
  • Input fields for IP Address and Port
  • Buttons for starting as Host or Client

Connection Logic

  • Script to start a Host or Client connection
  • UI inputs are used to configure IP and Port

Connection Status UI

  • Displays whether the game is running as Host, Client, or Server
  • Helpful for debugging and testing multiplayer setups

Quality of Life Features

  • Automatically fills default IP address and port in the UI
  • Makes local multiplayer testing easier

Resources


Coming Next

  • StartUp scene
  • MainMenu Scene
  • MainMenu UI

I’d love your thoughts, feedback, or questions. If you’re working on similar multiplayer systems or menu architectures, I’m happy to exchange ideas.

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I can’t stress enough how important this is. Though I don’t really see it in the first video.

You have two options:

  • A separate “build index 0” scene and in editor use EditorSceneManager.playModeStartScene to force Unity to enter playmode through a specific scene.
  • A script in every scene you want to launch with, which additively loads the NetworkManager scene (or a prefab) but only if it doesn’t yet exist.

I prefer the first option since it forces you to structure the scene flow accordingly, and whenever you want to “launch through” to a specific gameplay scene without much fuzz you’d have a (editor only) launch script where you configure which scene to actually load, what settings to apply, etc.

I will cover this topic in the next video. There I will also explain, why it is important to start in a StartUp Scene. And I appreciate youe comment!

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Hi everyone,

I’ve just released the second video of my Unity tutorial series about building a multiplayer-ready main menu system using Unity Netcode.

In this part, we focus on creating a clean and scalable project structure using a dedicated Startup Scene.

:trophy: Episode 02 – Create StartUp and MainMenu Scene


What’s Included:

Scene Architecture

  • Creation of a StartUp Scene and a MainMenu Scene
  • Clear separation between initialization and UI logic

StartUp Scene Concept

  • The StartUp Scene is loaded only once at the beginning of the game
  • Responsible for initializing all core systems

Core Managers

  • Setup of essential objects:
    • NetworkManager
    • ConnectionManager
    • GameManager
  • These objects persist across scenes using DontDestroyOnLoad

Scene Flow

  • Automatic transition from StartUp SceneMainMenu Scene
  • StartUp Scene is never loaded again during runtime
  • Ensures a clean and stable architecture

Resources


I’d love your thoughts, feedback, or questions. Always happy to connect with others working on multiplayer systems in Unity.

Hi everyone,

I’ve just released the third video of my Unity tutorial series. In this part, we create the first version of our Main Menu UI.

:trophy: Episode 03 – Main Menu: UI hinzufügen


What’s Included:

Main Menu UI

  • Creation of a simple and clean Main Menu interface

Menu Options

  • Buttons for:
    • Local Game
    • Online Game
    • Quit
  • Structure prepared for future functionality

UI Design Basics

  • Adding a background image
  • First visual polish for the menu
  • Clean layout for better user experience

Resources


I’d love your thoughts, feedback, or questions. If you’re working on similar UI systems or multiplayer menus, I’m happy to exchange ideas.

Hi everyone,

I’ve just released another video in my Unity tutorial series about building a multiplayer-ready main menu system using Unity Netcode.

In this part, we expand the menu by creating a dedicated Local Game Panel.

:trophy: Episode 04 – Main Menu: Local Game Panel erstellen


What’s Included:

Local Game Panel UI

  • Creation of a dedicated panel for local multiplayer connections
  • Clean and modular UI structure

Connection Input Fields

  • Input fields for:
    • IP Address
    • Port

Host & Client Buttons

  • Buttons for starting as:
    • Host
    • Client
  • Currently UI-only and prepared for future functionality

Menu Architecture

  • Preparing the foundation for the upcoming multiplayer connection logic
  • Structuring the UI for future expansion

Series Goal

Build a clean and scalable multiplayer menu system that supports:

  • Local multiplayer
  • Online multiplayer
  • Modular UI architecture
  • Unity Netcode integration

I’d love your thoughts, feedback, or questions. Always happy to connect with others working on multiplayer systems and UI architecture in Unity.