![Mirror Logo](https://i.imgur.com/5dUNWxl.png) [![Download](https://img.shields.io/badge/asset_store-brightgreen.svg)](https://www.assetstore.unity3d.com/#!/content/129321) [![Forum](https://img.shields.io/badge/forum-brightgreen.svg)](https://forum.unity.com/threads/mirror-networking-for-unity-aka-hlapi-community-edition.425437/) [![donate](https://img.shields.io/badge/donations-brightgreen.svg)](https://www.patreon.com/MirrorTelepathy) [![Build status](https://img.shields.io/appveyor/ci/vis2k73562/hlapi-community-edition/Mirror.svg)](https://ci.appveyor.com/project/vis2k73562/hlapi-community-edition/branch/mirror) [![AppVeyor tests branch](https://img.shields.io/appveyor/tests/vis2k73562/hlapi-community-edition/Mirror.svg)](https://ci.appveyor.com/project/vis2k73562/hlapi-community-edition/branch/mirror/tests) [![Discord](https://img.shields.io/discord/343440455738064897.svg)](https://discordapp.com/invite/N9QVxbM) [![Codecov](https://codecov.io/gh/vis2k/mirror/branch/mirror/graph/badge.svg)](https://codecov.io/gh/vis2k/mirror/branch/mirror) [![release](https://img.shields.io/github/release/vis2k/Mirror.svg)](https://github.com/vis2k/Mirror/releases/latest) Mirror is a **high level** Networking API for Unity, built on top of the **low level** [Telepathy](https://github.com/vis2k/Telepathy) library. Mirror is built [and tested](https://docs.google.com/document/d/e/2PACX-1vQqf_iqOLlBRTUqqyor_OUx_rHlYx-SYvZWMvHGuLIuRuxJ-qX3s8JzrrBB5vxDdGfl-HhYZW3g5lLW/pub#h.h4wha2mpetsc) for **MMO Scale** Networking by the developers of [uMMORPG](https://www.assetstore.unity3d.com/#!/content/51212), [uSurvival](https://www.assetstore.unity3d.com/#!/content/95015) and [Cubica](https://cubica.net). Mirror is optimized for **ease of use** and **probability of success**. Projects that use Mirror are small, concise and maintainable. uMMORPG was possible with <6000 lines of code. We needed a networking library that allows us to [launch our games](https://ummorpg.net/showcase/), period. 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. * `[Command]` are used for Client->Server, and `[ClientRpc]` / `[TargetRpc]` for Server->Client communication. * `[SyncVar]`s and `SyncList`s are used to automatically synchronize state. What previously required **10.000** lines of code, now takes **1.000** lines of code. Therein lies the **magic of Mirror**. _Note: Mirror is based on Unity's abandoned UNET Networking system. We fixed it up and pushed it to MMO Scale._ ## Documentation Check out our [Documentation](https://vis2k.github.io/Mirror/) and read the [Wiki](https://github.com/vis2k/Mirror/wiki). The main difference is that you have to use `using Mirror;` instead of `using UnityEngine.Networking;` at the top of your scripts. _Oh, and you won't have to worry about channels, low level networking, [packet loss](https://forum.unity.com/threads/unet-deprecation-thread.543501/page-3#post-3597869), [lack of support](https://forum.unity.com/threads/is-hlapi-dead.517436/) or [bugs](https://issuetracker.unity3d.com/issues/unet-networkwriter-dot-write-causing-readstring-slash-readbytes-out-of-range-errors-in-clients) ever again. Mirror just works._ ## Usage Guide Import mirror from the [Asset Store](https://www.assetstore.unity3d.com/#!/content/129321) into your project. Alternatively, you can install it manually: 1. [Download Mirror](https://github.com/vis2k/Mirror/releases) (for Unity 2017.4 and 2018). Use it at your own risk! 2. Drop the DLLs into your Project's Plugins folder 3. Select Runtime/Mirror.Runtime.dll and tell Unity to **Exclude** the Editor platform 4. Select Runtime-Editor/Mirror.Runtime.dll and tell Unity to **only Include** the Editor platform ## Migration Guide If you are still using UNET and want to switch to Mirror, you should check out our [Migration Guide](https://vis2k.github.io/Mirror/General/Migration). Don't panic, it's very easy and won't take more than 5 minutes. ## Example Projects Download Mirror from the [Asset Store](https://www.assetstore.unity3d.com/#!/content/129321), we have several small example projects included. For a fully polished complete project example, consider [uMMORPG](https://www.assetstore.unity3d.com/#!/content/51212) or [uSurvival](https://www.assetstore.unity3d.com/#!/content/95015). ## Community Transports If you don't want to use Telepathy or UNET's LLAPI as low level transport, then check out: * https://github.com/FizzCube/SteamNetNetworkTransport (SteamNetwork) * https://github.com/SoftwareGuy/Ignorance/ (ENet) ## Donations Mirror is developed by volunteers. If you like what we are doing, consider leaving [a small donation](https://www.patreon.com/MirrorTelepathy). ## Build Building Mirror yourself is very easy. Simply download the project, open it in Visual Studio or Rider, build it once for Release and once for Release-Editor. You will then find all the necessary DLLs in the Output directory. ## Benchmarks * Telepathy [1000 connections](https://github.com/vis2k/Telepathy) test * [uMMORPG 207 CCU worst case test](https://docs.google.com/document/d/e/2PACX-1vQqf_iqOLlBRTUqqyor_OUx_rHlYx-SYvZWMvHGuLIuRuxJ-qX3s8JzrrBB5vxDdGfl-HhYZW3g5lLW/pub#h.h4wha2mpetsc) (everyone broadcasting to everyone else) * [uSurvival 122 CCU worst case test](https://docs.google.com/document/d/e/2PACX-1vT28FcGXYlbG8gwi8DhD914n7K-wCAE8qhfetPkSli96ikc1Td3zJO1IiwVhfPVtKUHF0l3N7ZkM5GU/pub#h.pwbvffnwcewe) ## Contributing If you like to contribute, feel free to [submit pull requests](https://vis2k.github.io/Mirror/General/Contributions) and visit our [Discord Server](https://discordapp.com/invite/N9QVxbM). We follow the [KISS](https://en.wikipedia.org/wiki/KISS_principle) principle, so make sure that your Pull Requests contain no magic. We need Mirror to be MMO Scale. Bug fixes are always highly appreciated. New features will be considered very carefully.