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@ -20,10 +20,10 @@ Mirror is optimized for **ease of use** and **probability of success**. Projects
In order to achieve an order of magnitude gain in productivity, the **Server & Client are ONE** project _(hence the name "Mirror")_ In order to achieve an order of magnitude gain in productivity, the **Server & Client are ONE** project _(hence the name "Mirror")_
Making multiplayer games this way is fun & easy. Instead of MonoBehaviour, Mirror provides **NetworkBehaviour** components with: Making multiplayer games this way is fun & easy. Instead of MonoBehaviour, Mirror provides **NetworkBehaviour** components with:
* **[Server]** / **[Client]** tags can be used for the server-only and client-only parts * **[Server]** / **[Client]** tags for server-only / client-only code
* **[Command]** s are used for Client->Server communication * **[Command]** for Clients->Server function calls (e.g. UseItem)
* **[ClientRpc]** / **[TargetRpc]** for Server->Client communication * **[ClientRpc]** / **[TargetRpc]** for Server->Client function calls (e.g. AddChatMessage)
* **[SyncVar]** s / SyncLists are used to automatically synchronize state * **[SyncVar]** s / SyncLists to automatically synchronize variables from Server->Client
_Note: Mirror is based on Unity's abandoned UNET Networking system. We fixed it up and pushed it to MMO Scale._ _Note: Mirror is based on Unity's abandoned UNET Networking system. We fixed it up and pushed it to MMO Scale._