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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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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Mirror vs Photon for Mulitplayer game development [closed]

I am beginning in MP development using Photon and I've noticed there are some big games done with Mirror. Photon and Mirror have good documentation and tutorials. Photon is free up to 20 players, and ...
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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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101 views

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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25 views

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 ...