Certain features of Unity Networking (UNet) were removed from Mirror or modified for various reasons. This page will identify all changed and removed features, properties, and methods, the reason for change or removal, and possible alternatives.
As part of the Unity Services, this entire namespace was removed. It didn't work well to begin with, and was incredibly complex to be part of the core networking package. We expect this, along with other back-end services, will be provided through standalone apps that have integration to Mirror.
This was too complex and impractical to maintain for what little it did, and was removed. There are much easier ways to make a basic listen server, with or without one of our transports.
The core networking was greatly simplified by removing this low-hanging fruit. It was buggy, and too convoluted to be worth fixing. For those that need something like this, consider defining a non-visible player prefab as a message conduit that spawns actual player prefabs with client authority. All inputs would route through the conduit prefab to control the player objects.
[Network Transform](../Components/NetworkTransform.md) was significantly simplified so that it only syncs position, rotation and scale. Rigidbody support was removed. We may create a new NetworkRigidbody component that will be server authoritative with physics simulation and interpolation.
[SyncVar](../Guides/Sync/SyncVars.md) property values are now updated before the hook is called, and hooks now require two parameters of the same type as the property: `oldValue` and `newValue`
In classic UNet, QoS Flags were used to determine how packets got to the remote end. For example, if you needed a packet to be prioritized in the queue, you would specify a high priority flag which the Unity LLAPI would then receive and deal with appropriately. Unfortunately, this caused a lot of extra work for the transport layer and some of the QoS flags did not work as intended due to buggy code that relied on too much magic.
In Mirror, QoS flags were replaced with a "Channels" system. This system paves the way for future Mirror improvements, so you can send data on different channels - for example, you could have all game activity on channel 0, while in-game text chat is sent on channel 1 and voice chat is sent on channel 2. In the future, it may be possible to assign a transport system per channel, allowing one to have a TCP transport for critical game network data on channel 0, while in-game text and voice chat is running on a UDP transport in parallel on channel 1. Some transports, such as [Ignorance](../Transports/Ignorance.md), also provide legacy compatibility for those attached to QoS flags.
Currently, Mirror using it's default TCP transport will always send everything over a reliable channel. There is no way to bypass this behaviour without using a third-party transport, since TCP is always reliable. Other transports may support other channel sending methods.
Removed as part of separating Transports to components. Not all transports use ports, but those that do have a field for it. See [Transports](../Transports/index.md) for more info.
-`IsHeadless()`
Use `isHeadless` instead, as it's a property now.
-`client`
Use NetworkClient directly, it will be made static soon. For example, use `NetworkClient.Send(message)` instead of `NetworkManager.client.Send(message)`.
-`IsClientConnected()`
Use static property `NetworkClient.isConnected` instead.
Removed because it's not needed ever since we removed LLAPI as default. It's always 0 for regular connections and -1 for local connections. Use `connection.GetType() == typeof(NetworkConnection)` to check if it's a regular or local connection.
renamed to `identity` since that's what it is: the `NetworkIdentity` for the connection. If you need to convert a project after this change, Visual Studio / VS Code can help...read more [here](PlayerControllerToIdentity.md).