Mirror/doc/Components/index.md

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# Components Overview
These core components are included in Mirror:
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- [Network Animator](NetworkAnimator.md)
The Network Animator component allows you to synchronize animation states for networked objects. It synchronizes state and parameters from an Animator Controller.
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- [Network Identity](NetworkIdentity.md)
The Network Identity component is at the heart of the Mirror networking high-level API. It controls a game objects unique identity on the network, and it uses that identity to make the networking system aware of the game object. It offers two different options for configuration and they are mutually exclusive, which means either one of the options or none can be checked.
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- [Network Manager](NetworkManager.md)
The Network Manager is a component for managing the networking aspects of a multiplayer game.
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- [Network Manager HUD](NetworkManagerHUD.md)
The Network Manager HUD is a quick-start tool to help you start building your multiplayer game straight away, without first having to build a user interface for game creation/connection/joining. It allows you to jump straight into your gameplay programming, and means you can build your own version of these controls later in your development schedule.
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[Network Discovery](NetworkDiscovery.md)
feat: LAN Network discovery (#1453) * Fix typo * Updated Changelog * first commit * Add example for discovery * NetworkDiscovery component should be added * fixed UI * Fix some warnings * refactor: network discovery reimplemented * Remove unused GUIstyle * Fix namespaces * Just send to the broadcast address * Fix indentation * Log errors in ClientListen * Code formatting cleanup, HelpURL's fixed, comments revised. (#38) * Transport can now provide server uri * work with any transport by passing uri * Move discovery initialization to start * feat: Discovery can now be easily customized per game * Use generics to simplify api * Renamed ServerInfo -> ServerResponse * Rename method * Moved up one folder * Move ServerId to NetworkDiscovery * tests now reference Mirror.Discovery * Cleaned up blank space * Disable GUID apparently fixes it * Use UnityEvents for ease of use * Remove noisy log * remove blank spaces * Process request receives the client endpoint * use consistent name for parameters * Remove white space * Keep it minimalistic, we don't need age or totalPlayers * Comment non obvious property * Don't break transports * Documentation and image * Code formatting * removed privates * Added Range attribute * Rename ActiveDiscoverySecondInterval * Revised NetworkDiscovery doc * Swapped field order (Cosmetics) * Added ScriptTemplate * Update ProjectSettings/ProjectVersion.txt * Updated ScriptTemplate * Updated xml comment and ScriptTemplate * Updated ScriptTemplate * Improve xmldocs * Improve xmldocs * Remove leftover comment * Renamed event * Moved discovery inside components * Keep parameter names consistent * Provide a guide for network discovery * XML Comments and ScriptTemplate * Moved Credits * fixed template * Removed comment * removed comment * xml comments and template * fixed method name * fixed method and template * removed semicolon * fixed template * fixed method and template * fixed template * fixed template * Fix copypasta error * Show error if no url is available Network Discovery now shows an error if the transport does not support providing Url * Grammar fix * Extended Template * fixed template * Added guide link to template * New image * Update NetworkDiscovery.md * Updated Guid Doc and Template * fixed bullets * Remove unnecessary using * Make it like Mirror's * Update ScriptTemplates Image & Zip * Removed from Deprecations * Updated ChangeLog * Updated ChangeLog * Update NetworkDiscovery.md Remove last line...this was copied to the paragraph above the code block Co-authored-by: MrGadget <chris@clevertech.net>
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Network Discovery uses a UDP broadcast on the LAN enabling clients to find the running server and connect to it.
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- [Network Proximity Checker](NetworkProximityChecker.md)
The Network Proximity Checker component controls the visibility of game objects for network clients, based on proximity to players.
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- [Network Scene Checker](NetworkSceneChecker.md)
The Network Scene Checker component controls visibility of networked objects between scenes.
- [Network Match Checker](NetworkMatchChecker.md)
The Network Match Checker component controls visibility of networked objects based on match id.
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- [Network Room Manager](NetworkRoomManager.md)
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The Network Room Manager is an extension component of Network Manager that provides a basic functional room.
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- [Network Room Player](NetworkRoomPlayer.md)
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The Network Room Player is a component that's required on Player prefabs used in the Room Scene with the Network Room Manager above.
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- [Network Start Position](NetworkStartPosition.md)
Network Start Position is used by the Network Manager when creating player objects. The position and rotation of the Network Start Position are used to place the newly created player object.
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- [Network Transform](NetworkTransform.md)
The Network Transform component synchronizes the movement and rotation of game objects across the network. Note that the network Transform component only synchronizes spawned networked game objects.
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- [Network Transform Child](NetworkTransformChild.md)
The Network Transform Child component synchronizes the position and rotation of the child game object of a game object with a Network Transform component.
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## Authenticators
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[Authenticators](Authenticators/index.md) are also available and more will be added soon:
- [Basic Authenticator](Authenticators/Basic.md)
Mirror includes a Basic Authenticator in the Mirror / Authenticators folder which just uses a simple username and password.