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