Mirror/docs/Components/index.md

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# Components Overview
General description of Components
- [NetworkManager](NetworkManager)
The Network Manager is a component for managing the networking aspects of a multiplayer game.
Network Lobby Manager & Lobby Player (#356) * Initial Commit with Unity's Network Lobby Components * Lobby Components WIP * Massive simplifications and structural changes to NetworkLobbyManager and NetworkLobbyPlayer * Replaced more default messages with Command structure resulting in further simplification and less LOC * Completed removal of messages * Code Formatting and GUI Layout * Fixed bugs and finished Remove feature in UI * Added Network Lobby Manager Doc * Network Lobby Docs * Network Lobby Player Doc * Updated doc and image about Offline Scene * changed to PNG * Added Lobby components to navigation * Conformed to naming convention Removed some leftover cruft Removed maxPlayers (redundant to maxConnections) Trapped and killed null ref in OnServerDisconnect * Fixed mistake in OnServerDisconnect * Fix Active Scene check * Alow clean switch to Offline scene * Add Help URL attributes to components * Added Help URL Attributes * Fixed OnGUI logic error. * Added Example and README * Fixed Disconnect handler * Updated Docs * Added Header for Inspector * Finished Lobby Example Minigame * Minor cleanup * Set targetFramerates * Code Cleanup Changed to extended Lobby Manager for player Indexes & colors * Minor changes to align with Mirror's NetworkManager * Fixed logic error * SyncVar Hook Workaround Random Start Positions * Revert making CallOnClientEnterLobby public * Added documentation to the extension * Minor code rearrangement * Made OnGUI virtual so it can be overridden. Added AllPlayersReady bool for convenience to extenders Start Game enhancement to example. * added comments * Corrected namespaces and usings * Reworked DontDestroyOnLoad LobbyPlayer: Moved code from OnStartClient to Start Added LobbyPlayerExt to Lobby Example Code cleanup, added regions Fixed Start Game button bug * Final push of Lobby example to make sure it's complete. * Improved Lobby Example * Code cleanup * Added ground texture Set player camera angle Adjusted lighting angle * Updated ReadMe Cleaned up privates Fixed example to use SetParent Changed to 5 max connections in example * Prefab name fixes due to Mirror master's changes Changed camera handling and GamePlayer Prefab Two more SetParent fixes Demoted two warnings to information Added more comments to example scripts * Revisions based on Vis2K review...more to come. * Added f's where assigning literals to floats * Removed manual calls to SyncVar Hooks because the bug is now fixed. * Changed to GUILayout * wrapped in namespace * Changed to GUILayout * All changes per peer review * Renamed folder to Lobby. * Fix due to change in Mirror 1691 * Renamed Scenes Added LobbyScene property to OfflineGUI script.
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- [NetworkLobbyManager](NetworkLobbyManager)
The Network Lobby Manager is an extension component of Network Manager that provides a basic functional lobby.
- [NetworkLobbyPlayer](NetworkLobbyPlayer)
The Network Lobby Player is a component that's required on Player prefabs used in the Lobby Scene with the Network Lobby Manager above.
- [NetworkManagerHUD](NetworkManagerHUD)
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.
- [NetworkIdentity](NetworkIdentity)
The Network Identity component is at the heart of the Mirror networking high-level API. It controls a GameObjects unique identity on the network, and it uses that identity to make the networking system aware of the GameObject. It offers two different options for configuration and they are mutually exclusive, which means either one of the options or none can be checked.
- [NetworkStartPosition](NetworkStartPosition)
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.
- [NetworkProximityChecker](NetworkProximityChecker)
The Network Proximity Checker component controls the visibility of GameObjects for network clients, based on proximity to players.
- [NetworkTransform](NetworkTransform)
The Network Transform component synchronizes the movement and rotation of GameObjects across the network. Note that the network Transform component only synchronizes spawned networked GameObjects.
- [NetworkTransformChild](NetworkTransformChild)
The Network Transform Child component synchronizes the position and rotation of the child GameObject of a GameObject with a Network Transform component.
- [NetworkAnimator](NetworkAnimator)
The Network Animator component allows you to synchronize animation states for networked objects. It synchronizes state and parameters from an Animator Controller.
- [NetworkNavMeshAgent](NetworkNavMeshAgent)
Coming Soon
- [NetworkController](NetworkController)
Coming Soon
- [NetworkRigidbody](NetworkRigidbody)
Coming Soon