![Mirror Logo](https://i.imgur.com/we6li1x.png) [![Download](https://img.shields.io/badge/asset_store-brightgreen.svg)](https://assetstore.unity.com/packages/tools/network/mirror-129321) [![Documentation](https://img.shields.io/badge/docs-brightgreen.svg)](https://mirror-networking.com/docs) [![Video Tutorial](https://img.shields.io/badge/video_tutorial-brightgreen.svg)](https://www.youtube.com/playlist?list=PLkx8oFug638oBYF5EOwsSS-gOVBXj1dkP) [![Forum](https://img.shields.io/badge/forum-brightgreen.svg)](https://forum.unity.com/threads/mirror-networking-for-unity-aka-hlapi-community-edition.425437/) [![Build](https://img.shields.io/appveyor/ci/vis2k73562/hlapi-community-edition/Mirror.svg)](https://ci.appveyor.com/project/vis2k73562/hlapi-community-edition/branch/mirror) [![Coverage](https://sonarcloud.io/api/project_badges/measure?project=vis2k_Mirror&metric=coverage)](https://sonarcloud.io/dashboard?id=vis2k_Mirror) [![Discord](https://img.shields.io/discord/343440455738064897.svg)](https://discordapp.com/invite/N9QVxbM) [![release](https://img.shields.io/github/release/vis2k/Mirror.svg)](https://github.com/vis2k/Mirror/releases/latest) **Stop worrying about networking. Because we do.** ## Mirror Mirror is a **high level** Networking library for Unity, compatible with different **low level** [Transports](https://github.com/vis2k/Mirror#low-level-transports). Mirror is for small indie games & large scale [MMOs](https://www.youtube.com/watch?v=mDCNff1S9ZU), made by the developers of [uMMORPG](https://assetstore.unity.com/packages/templates/systems/ummorpg-components-edition-159401) and [Cubica](https://www.youtube.com/watch?v=D_f_MntrLVE). Mirror is optimized for **ease of use** & **probability of success**. We needed a networking library that allows us to **[launch our games](https://mirror-networking.com/showcase/)** and **survive the next decade**. ## Architecture The **Server & Client** are **ONE project** in order to achieve an order of magnitude gain in productivity. Making multiplayer games this way is fun & easy. Instead of MonoBehaviour, Mirror provides **NetworkBehaviour** components with: * **[Server]** / **[Client]** tags for server-only / client-only code * **[Command]** for Client->Server function calls (e.g. UseItem) * **[ClientRpc]** / **[TargetRpc]** for Server->Client function calls (e.g. AddChatMessage) * **[SyncVar]** / SyncList 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._ ## Low Level Transports * (built in) [KCP](https://github.com/skywind3000/kcp): reliable UDP * (built in) [Telepathy](https://github.com/vis2k/Telepathy): TCP * (built in) [UNET LLAPI](https://docs.unity3d.com/Manual/UNetUsingTransport.html): UDP * (built in) [Ninja.Websockets](https://github.com/ninjasource/Ninja.WebSockets): Websockets * Libuv: TCP powered by Node.js' native C networking * [LiteNetLib](https://github.com/MirrorNetworking/LiteNetLibTransport/) UDP * [Ignorance](https://github.com/SoftwareGuy/Ignorance/): ENET UDP * [Apathy](https://mirror-networking.com/apathy/): Native TCP * [FizzySteam](https://github.com/Raystorms/FizzySteamyMirror/): SteamNetwork ## Getting Started Get **Unity 2018/2019 LTS**, download [Mirror on the Asset Store](https://assetstore.unity.com/packages/tools/network/mirror-129321), open one of the examples & press Play! Check out our [Documentation](https://mirror-networking.com/docs/) to learn how it all works. If you are migrating from UNET, then please check out our [Migration Guide](https://mirror-networking.com/docs/Articles/General/Migration.html). ## Funding Mirror is free & open source software funded by Donations. If you love it, please consider supporting [Mirror on GitHub](https://github.com/sponsors/vis2k). As reward, you'll receive our [Network Profiler](https://mirror-networking.com/docs/Articles/Guides/Profiler.html?q=Profiler), priority support and more :) ## Benchmarks * [uMMORPG 480 CCU worst case test](https://youtu.be/mDCNff1S9ZU) (everyone broadcasting to everyone else) ## Development & Contributing Mirror is used **in production** by games ranging from small indie projects to large scale MMOs that will run for a decade or more. 10 years from now if your players encounter a networking bug and most of our contributors already moved on, someone will need to fix it. Therefore it is of utmost importance for us to follow the [KISS principle](https://en.wikipedia.org/wiki/KISS_principle) in order for our games to survive. Keeping the next decade in mind, contributing **fixes** / **tests** / **improvements** is highly appreciated while new features have a low probability of being merged. _At this point, what we don't add to Mirror is more important than what we do add to it!_