Questions tagged [mirror-networking]

Mirror is a high level Networking API for Unity. It serves as a replacement for the deprecated UNet. The official website is https://mirror-networking.com/.

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Game laggy for everyone after second client joins with Unity mirror networking

I would like to ask a question about mirror networking in Unity. I’ve already programed almost a whole game, but I got stuck on unexpected issue. Everything works great (even multiplayer) unless there ...
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How can I display and sort a game server list by latency in a scalable manner?

If I have a game that allows players to self-host a multiplayer session which other players can join by browsing a game server browser to select a game I ideally want to be able to sort that list by ...
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Mirror Create Player From Client and Change Scene

I'm very new to Mirror in Unity but I have a lot of experience in Network-programing. I'm currently trying to create a Game, where the Player's data is stored on the client, and can join different ...
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Why players who join late can't see other people data?

I want to show the name of the players above their head but I have a problem where people joining late doesn't get other players' name. For example: Player 1 joins to the server with the name Peter. ...
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719 views

Unity Mirror client scene.local player.connection to client.client owned object not working in client

U hmm I'm new to mirror networking I just wanna find objects that the local player has authority, but it doesn't work on client, is there a solution to this? Well I could make an object tracking ...
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What's the better approach, running multiple server-builds on one instance or running one server-build and managing matches in different rooms?

We are building a racing multiplayer game using Mirror and Unity and we've been able to successfully run the authoritative server on AWS-Gamelift and Playfab so far. Both providers are with the ...
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Scene's network objects are disabled when building server separately

If one of the clients is also the server then this situation does not happen and networked scene objects are visible. But when building the server separately and then when a client is connected, all ...
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Mirror Networking; How to Pass/Sync c# actions?

Since you can not pass actions as parameters to commands and rpc calls, how would you sync actions ? My main goal is to find an easy and generic way for objects to easily do actions from their local ...
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Unity 3D mirror, sync player spawn name

I am using Mirror for doing my little multi-player car racing project which I want to rename the game object automatically after the NetworkManager auto create the game object. Here is my ...
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Moving non-local player from local player with Mirror Networking

i am using mirror networking which is based on UNet. I can move non local objects easly by assigning their authority to the local player and move them, but i can't assign/remove authority for other ...
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How to improve performance with a lot of bullets and Mirror networking

The game I have 300 enemies with rigidbodies. I also have 1 to 4 players with rigidbodies. And they shot a lot of bullets. I have 1000 bullets with circle coliders only (no rigidbodies for bullets) I'...
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Synchronize running code over the network Unity

I want my code to run/perform the same on different Unity clients. I don't know if this is hard to achieve. Here hare my problems: The enemies movement: I have a pathfinding that should always give ...
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How do I get the local player?

I'm using Mirror as UNet is deprecated. How can I get the local player GameObject in my code?
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How to change player objects when switching scenes?

I have a scene for lobby. When player connects to server he gets a lobbyCharacter, which is an empty gameobject with a script on it that create UI element with the players name. In lobby players can ...
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Why is the player not showing up on UI when connecting to server?

I want to create a playerList, that whenever a player joins server, his/her name will show up on a list in UI. But currently the names are only showing up on the Client + host side. Below is my ...
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Mirror/Unet, RegisterSpawnHandler throws invalid asset Id error because assetId is 0 for dynamically loaded assetbundles

Its weird how documentation literally states that For more advanced uses, such as object pools or dynamically created Assets, you can use the ClientScene.RegisterSpawnHandler method But seems like ...