4.7 KiB
Stop worrying about networking. Because we do.
Mirror
Mirror is a high level Networking API for Unity, compatible with different low level Transports.
Mirror was build for for small indie games & large scale MMOs by the developers of uMMORPG and Cubica.
Mirror is optimized for ease of use & probability of success.
We needed a networking library that allows us to launch our games and survive the next decade.
Architecture
In order to achieve an order of magnitude gain in productivity, the Server & Client are ONE project (hence the name "Mirror")
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) Telepathy: TCP
- (built in) UNET LLAPI: UDP
- (built in) Ninja.Websockets: Websockets
- (soon) Libuv: Node.js's native C TCP backend
- Apathy: Native TCP
- FizzySteam: SteamNetwork
- Ignorance: ENET UDP
- LiteNetLib LiteNetLib UDP
Getting Started
Download Mirror on the Asset Store, open one of the examples & press Play!
Check out our Documentation to learn how it all works.
If you are migrating from UNET, then please check out our Migration Guide.
Funding
Mirror is free & open source software funded by Donations. If you love it, please consider supporting Mirror on GitHub. As reward, you'll receive our Network Profiler, priority support access and more :)
Benchmarks
- Telepathy 1000 connections test
- uMMORPG 480 CCU worst case test (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 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!