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@ -19,9 +19,9 @@ Mirror is optimized for **ease of use** and **probability of success**. Projects
## Architecture ## Architecture
With Mirror, the **Server & Client are ONE** project _(hence the name)_. Instead of having one code base for the server and one for the client, we simply use the same code for both of them. With Mirror, the **Server & Client are ONE** project _(hence the name)_. Instead of having one code base for the server and one for the client, we simply use the same code for both of them.
* **[Server]** / **[Client]** tags can be used for the server-only and client-only parts * **[Server]** / **[Client]** tags can be used for the server-only and client-only parts
* **[Command]**s are used for Client->Server communication * **[Command]** s are used for Client->Server communication
* **[ClientRpc]** / **[TargetRpc]** for Server->Client communication * **[ClientRpc]** / **[TargetRpc]** for Server->Client communication
* **[SyncVar]**s / SyncLists are used to automatically synchronize state * **[SyncVar]** s / SyncLists are used to automatically synchronize state
_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._