# Messages Overview General description of Messages - **AddPlayerMessage** This is passed to handler functions registered for the AddPlayer built-in message. - **EmptyMessage** A utility class to send a network message with no contents. ```cs using UnityEngine; using Mirror; public class Test { void SendNotification() { var msg = new EmptyMessage(); NetworkServer.SendToAll(667, msg); } } ``` - **ErrorMessage** This is passed to handler functions registered for the SYSTEM_ERROR built-in message. - **IntegerMessage** A utility class to send simple network messages that only contain an integer. ```cs using UnityEngine; using Mirror; public class Test { void SendValue(int value) { var msg = new IntegerMessage(value); NetworkServer.SendToAll(MsgType.Scene, msg); } } ``` - **NotReadyMessage** This is passed to handler functions registered for the SYSTEM_NOT_READY built-in message. - **PeerAuthorityMessage** Information about a change in authority of a non-player in the same network game. This information is cached by clients and used during host-migration. - **PeerInfoMessage** Information about another participant in the same network game. This information is cached by clients and used during host-migration. - **PeerInfoPlayer** A structure used to identify player object on other peers for host migration. - **PeerListMessage** Internal UNET message for sending information about network peers to clients. - **ReadyMessage** This is passed to handler functions registered for the SYSTEM_READY built-in message. - **ReconnectMessage** This network message is used when a client reconnect to the new host of a game. - **RemovePlayerMessage** This is passed to handler funtions registered for the SYSTEM_REMOVE_PLAYER built-in message. - **StringMessage** This is a utility class for simple network messages that contain only a string. This example sends a message with the name of the Scene. ```cs using UnityEngine; using Mirror; public class Test { void SendSceneName(string sceneName) { var msg = new StringMessage(sceneName); NetworkServer.SendToAll(MsgType.Scene, msg); } } ```