Mirror/README.md
2020-09-08 18:29:58 +02:00

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![Mirror Logo](https://i.imgur.com/fDxMOOT.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/)
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[![Coverage](https://sonarcloud.io/api/project_badges/measure?project=vis2k_Mirror&metric=coverage)](https://sonarcloud.io/dashboard?id=vis2k_Mirror)
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[![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 API for Unity, compatible with different **low level** [Transports](https://github.com/vis2k/Mirror#low-level-transports).
Mirror was build for for small indie games & large scale [MMOs](https://www.youtube.com/watch?v=mDCNff1S9ZU) by the developers of [uMMORPG](https://assetstore.unity.com/packages/templates/systems/ummorpg-51212) and [Cubica](https://cubica.net).
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
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](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
* (soon) Libuv: Node.js's native C TCP backend
* [Apathy](https://mirror-networking.com/apathy/): Native TCP
* [FizzySteam](https://github.com/Raystorms/FizzySteamyMirror/): SteamNetwork
* [Ignorance](https://github.com/SoftwareGuy/Ignorance/): ENET UDP
* [LiteNetLib](https://github.com/MirrorNetworking/LiteNetLibTransport/) LiteNetLib UDP
## Getting Started
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/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/Guides/Profiler.html?q=Profiler), priority support access and more :)
## Benchmarks
* Telepathy [1000 connections](https://github.com/vis2k/Telepathy) test
* [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!_