3e1eb7998d
* feat(Transport): Reimplement Transport Exception Actions * Fixed Script Templates * fix: Updated Network Transform Template * fix(NetworkIdentity): Separate ResetState (#3742) * fix(NetworkTransform): Separate ResetState We should not have hijacked Unity's callback for runtime resets. * Rename test too * fix(InterestManagement): Separate ResetState (#3743) * fix(InterestManagement): Separate ResetState We should not have hijacked Unity's callback for runtime resets. * Updated Template * feat(NetworkTransform): Default Sync Direction = Client To Server (#3741) * feat(NetworkTransform): Default Sync Direction = Client To Server - This is done in Reset so Network Behaviour isn't effected. - This will not change NT components already in place on objects / prefabs unless user manually chooses Reset in the inspector. * Update Assets/Mirror/Components/NetworkTransform/NetworkTransformBase.cs --------- Co-authored-by: mischa <16416509+miwarnec@users.noreply.github.com> * Prediction: detect renderers in children * Add missing replace handler override to NetworkServer (#3744) * perf(BenchmarkIdle Example): Lowered spawn amount to 10k (#3745) 50k causes a long delay, and looks like Unity has initially frozen, even on beefy machines. To prevent users from thinking this, and perhaps force closing, amount is lowered to something still crazy, but more reasonable. :) - Nothing else has been touched * fix(Room Example): Updated Reward Script - Added Headers - made `available` private with ReadOnly * feat(NetworkClient): Add ReplaceHandler with channel param (#3747) * breaking(NetworkClient): Remove NetworkConnection parameter from ReplaceHandler There is only one connection on client. Aligns with RegisterHandler that takes no NetworkConnection parameter. * feat(NetworkClient): Add ReplaceHandler with channel param * breaking(NetworkIdentity): Rename visible to visibility (#3748) * breaking(NetworkIdentity): Rename visible to visibility * Remove TODO comment * Prediction: physics copy now has the correct layer assigned to fix predicted objects falling through the ground in games which use custom physics collision matrix * Update Readme: prediction status * fix(MirrorBenchmarkIdle): Spawn Amount Correction * Prediction: disable log spam * Prediction: fix wrong null check * Prediction: catch errors * Prediction: catch errors early * chore(CI): RunUnityTests - updated unityVersions * fix(Prediction): fix MoveColliders not copying isTrigger * Prediction: make Move.* functions static for reuse later * Prediction: MoveAllColliders helper for reuse * fix(Prediction): now supports interest management by moving physics copy's components back onto self before destroying the physics copy * Prediction: now supports colliders on children * comments * fix(Prediction): when copying child Colliders, copy their relative position/rotation/scale too * fix(Prediction): child colliders now have the correct layer too * oops * Prediction: move GameObject/MonoBehaviour copying code into PredicitonUtils.cs * Prediction: MovePhysicsComponents helper function * Prediction: comments * Prediction: collider materials are now copied too * feat(SyncVar): Arrays are supported (#3750) * feat(SyncVar): Arrays are supported * Moved and revised SyncVarsCantBeArray test - Now named SyncVarsCanBeArray - thisShouldntWork renamed to thisShouldWork * Prediction: support all Joints * Prediction: add support for predicted objects which are children of parents with non-default scale * perf(Team Interest Mgmt): Complete Overhaul (#3730) * WIP * perf(Team Interest Mgmt) Use Dictionary instead of spawned This is better than iterating all spawned objects and doing TryGetComponent in Update. * TeamIntMgmt WIP * NetworkTeam SerializeField, no SyncVar * Fixed Tooltip * Removed SyncVar on forceShown * Fixed issues per review * Fixed comments and naming * Remove ReadOnly * PredictionUtils: Fixed pre-Unity 2022.3 errors * PredictionUtils: Fixed pre-Unity 2020.3 errors * chore(CI): RunUnityTests - updated unityVersion * NetworkBehaviour: Improved comments * Edgegap Hosting: updated to latest version for fixes and Websocket support * PredictedRigidbody: improve logging * Add network messages to lookup dict in network server replace handler (#3753) * Add network mesages to lookup dict in network client replace handler (#3754) * Prediction: rename DestroyCopies to DestroyGhosts for consistency * syntax * perf(Prediction): cache .transform getter because this is performance critical * perf(Prediction): optimize LateUpdate because this shows in profiler! deep profiling: 93 objects, before=0.54ms, after=0.22ms => 2.5x faster! * perf(Prediction): optimize ghosts. deep profiling: 93 objects before=0.08ms after =0.03ms! * chore: RunUnityTest - upload-artifact@v4 * chore(CI): Semantic.yml - use v4 of github actions * fix(MultiplexTransport): Better Startup Logging * perf(PredictedRigidbody): next round of optimizations * perf(Extensions): Add shim for transform.GetPositionAndRotation (#3755) Doesn't exist in unity versions 2021.2 or earlier * ThreadLog: more obvious prefix! * fix(MultiplexTransport): Fixed log output * KcpTransport: fixed ToString to match other transports * fix typos * fix(MultiplexTransport): Use TryGetValue for Lookups (#3758) * NetworkManager: fixed comment * Prediction: warn about not readable meshes * NetworkTime: SendPing method added. * fix(NetworkClient): Call NetworkTime.SendPing from OnTransportConnected (#3686) * fix: fixing time not being sent on connect client does not send ping if connecting to server within 2 seconds of starting, the new PingNow function will tell client to send the message right away instead of after lastPingTime+PingInterval * Update Assets/Mirror/Core/NetworkTime.cs * Update Assets/Mirror/Core/NetworkTime.cs * Update Assets/Mirror/Core/NetworkClient.cs * Update Assets/Mirror/Core/NetworkTime.cs --------- Co-authored-by: MrGadget <9826063+MrGadget1024@users.noreply.github.com> * SyncDictionary: Fixed typo in comment * feat: NT-UR bit flag changed detection to lower bandwidth usage. (#3721) * feat: NT-UR bit flag changed detection to lower bandwidth usage. Also major credits to our Ninja. * Tooltip updated * fix: NT-Unreliable Quaternion Compression Fix Credits to ninja of course :D * NT-U new improvements Credits to Ninja * Nothing to see here.. * Added comment to Quat Rotation Fix * Sensitivity check to improve value comparisons. Without this, X 0 and X -4.955753E-07 (0) would trigger as a change of value. Helps epsilon/floating point inaccuracies. * Moved around checks. rotationChanged not needed now for non-compressed bool, as we check individual rotation sensitivity changes. We can move this inside quat compress check. * Use Rot/All, not just RotX as a compress changed flag. * Set Just Rot. * Updated Reset to ResetState * Fixing PR 3571/3572/3572 in this new bitflag branch --------- Co-authored-by: ninjakickja <80569286+ninjakickja@users.noreply.github.com> * fix(NetworkManager): FinishStartHost-Don't force localhost (#3759) * perf(PredictedRigidbody): only record state if changed(!) * perf(PredictedRigidbody): reduce sends to 1 Hz while idle(!) * Prediction: expose physics copy components to inheriting classes * fix(PredictedRigidbody): only show 'hard correcting because too old' warning if older than entire state history limit. not when starting to record only 2-3 entries yet. * fix(PredictedRigidbody): fix host mode [FakeByte] * perf(PredictedRigidbody): OnSerialize faster * breaking: perf: change NB.syncVarDirtyBits to field (#3762) @miwarnec saw the property showing up while profiling. Very much unnecessary, so lets change that to a field. BREAKING: Changed NetworkBehaviour.syncVarDirtyBits from a "get-only" property to a field * feat(NetworkAnimator): Default Sync Direction = Client To Server - This is done in Reset so Network Behaviour isn't effected. - This will not change NA components already in place on objects / prefabs unless user manually chooses Reset in the inspector. * chore(CI): RunUnityTests - updated unityVersions * chore(CI): RunUnityTests - updated unityVersion * chore(CI): RunUnityTests - updated unityVersion * fix(SWT): Improved logging in ClientHandshake - Added hint to check Server Roles for handshake key mismatches * feat(NetworkRigidbody): Default Sync Direction = Client To Server (#3764) - This is done in Reset so Network Behaviour isn't effected. - This will not change components already in place on objects / prefabs unless user manually chooses Reset in the inspector. * PredictedRigidbody: add OnBeforeApplyState callback * doc(ReadMe): Fixed sponsor link * CanvasNetworkManagerHUD: fixed indent * perf(Prediction): ghosts-on-demand(!) * Prediction: sync angularVelocity too * Prediction: better motion smoothing time * Prediction: only set velocity if not kinematic * Prediction: sync delta rotations too [FakeByte] * fix(PredictedRigidbody): reduce-send-rate considers angular velocity now too! * fix(Prediction): ConfigurableJoints' range of motion is now moved correctly * fix: Safer version for FindAnyObjectByType (#3765) Unity docs are a mess on when FindAnyObjectByType was implemented: - 2021.3 says it is - 2022.1 says it's not - 2022.2 says it is * chore(CI): RunUnityTests - updated unityVersions * fix(Prediction): disable setting scale for joints since it causes issues with parenting * feat: LagCompensator as convenience component that wraps all the Lag Compensation logic * Update README.md * LagCompensator: rename collider field to be more obvious in Inspector * LagCompensator: preview notice * refactor: NetworkServer DestroyObject(DestroyMode) logic moved to Unspawn() + Destroy to remove the DestroyMode parameter * fix: NetworkServer.Destroy never destroys scene objects anymore since unlike prefabs, once they are gone we can never instantiate them again (#3771) * fix: NetworkServer.Spawn now activates inactive GameObjects (for example, in case they were previously Unspawned) * chore(CI): RunUnityTests - updated unityVersion * Upgrade to Unity 2021.3.35 LTS * MIRROR_88_OR_NEWER * feat: EncryptionTransport (#3768) * initial working transport * code cleanup & transport wrap tests * better connection tests * Handle bouncycastle exceptions * clean up usings * Mirror icon :) * list to allow for removing entries during loop * Profiler sampling * Unity 2019 compat * code style * pubkey validation * use builtin aes engine selector this is overly optimistic, as the hardware accelerated engine is only available on .net core 3 or higher * Older unity version fix * fix: EncryptionTransport uses KDF to ensure fixed size key (#3773) * reset _time * fix: EncryptionTransport use KDF to ensure fixed size key * Expose pub key through transport * Old Unity compat * breaking: Asset Store Release BREAKING CHANGE: Asset Store Release * Removed empty folder meta * chore: EncryptionTransport help url (#3774) * fix: NetworkServer.Destroy now warns instead of throwing for null objects again * fix: NetworkServer.OnCommandMessage NullReferenceException due to log message accessing a guaranteed-to-be-null value * feat(Transport): IsEncrypted, EncryptionCipher virtuals * feat: EncryptionTransport overrides IsEncrypted & Cipher (#3776) * feat: SWT overrides Transport.IsEncrypted & EncryptionCipher (#3777) TLS isn't technically correct, but there's no good way to get that info * SimpleWebTransport: moved overrides down * fix: #2503 Weaver Custom Read Write functions for Serialization not working over multiple assembly definitions * chore(CI): RunUnityTests - updated unityVersion * fix: EdgegapKcp StopHost() null reference exception (#3779) see https://github.com/MirrorNetworking/Mirror/issues/3708 * fix(ILPostProcessorAssemblyResolver): Ignore Bee.BeeDriver - There is now BeeDriver2, so using StartsWith * PredictedRigidbody: make .predictedRigidbody accessible to other components! * Examples: Prediction Benchmark with readme & current results * readme changed from .txt to .md for formatting * Prediction: syntax * chore(CI): RunUnityTests - updated unityVersions * PredictedRigidbody: OnDeserialize parsing grouped together (syntax change) * PredictedRigidbody: syntax * perf: PredictedRigidbody doesn't log hard correction when ahead anymore * perf: Prediction.Sample() removed SortedList foreach iteration allocations(!) * perf: PredictedRigidbody doesn't log "Separating Physics" anymore * PredictedSyncData struct first step: same reads & writes * perf: PredictedRigidbody syncs a blittable struct once instead of doing 5 separate reads/writes * perf: PredictedRigidbody caches IsMoving sqr computations * inlining * perf: PredictedRigidbody FixedUpdate caches sqr computations * perf: PredictedRigidbody RecordState only calls NetworkTime.time getter once * perf: PredictedRigidbody state properties inlined * perf: PredictedRigidbody RecordState only grabs count once * prediction benchmark updated * perf: PredictedRigidbody UpdateGhosting: only every few frames * perf: PredictedRigidbody caches physics transform to use GetPositionAndRotation * ProjectSettings resaved with current Unity version * PredictedRigidbody: update hard follow commented code * perf: PredictedRigidbody smoothFollowThreshold squared caching * perf: PredictedRigidbody MoveTowardsCustom * perf: PredictedRigidbody MoveTowardsCustom: only calculate distance factor once * Prediction: RingBuffer perf comments * feat: Edgegap Lobby Transport & Demo (#3780) * feat: Edgegap Lobby Transport & Example * Code Cleanup * Rename data -> models * Remove debug logs * Log errors as OnClient/ServerError dont always log * Only show joinable lobbies * naming * Transport help url * old unity compat * Unity 2020 compat as well * Readme * lobby name is required + correct placeholder * Update lobby ui prefab too * Lobby creation ui tweaks * lobby url tooltip tweak * Remove test lobby url * chore: old unity compat for PredictedRigidbody (#3781) * fix(EdgegapLobbyKcpTransport): Fixed HelpURL * EncryptionTransportInspector: Fixed button label * fix: Edgegap Lobby Create UI Tweaks (#3782) * chore: Edgegap Lobby Create UI Tweaks * 3 loading dots * help urls --------- Co-authored-by: mischa <16416509+miwarnec@users.noreply.github.com> Co-authored-by: mischa <info@noobtuts.com> Co-authored-by: Justin Nolan <justin@nolan.de> Co-authored-by: JesusLuvsYooh <57072365+JesusLuvsYooh@users.noreply.github.com> Co-authored-by: Robin Rolf <imer@imer.cc> Co-authored-by: James Frowen <jamesfrowendev@gmail.com> Co-authored-by: ninjakickja <80569286+ninjakickja@users.noreply.github.com> Co-authored-by: mischa <16416509+vis2k@users.noreply.github.com> |
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setversion.ps1 |
It's only the dreamers who ever move mountains.
Mirror Networking
The #1 free open source game networking library for Unity 2019 / 2020 / 2021 / 2022 LTS.
Used in production by major hits like Population: ONE and many more.
Originally based on UNET: battle tested since 2014 for 9 years and counting!
Mirror is stable, modular & easy to use for all types of games, even small MMORPGs 🎮.
Made in 🇩🇪🇺🇸🇬🇧🇸🇬🇹🇼 with ❤️.
Features
Mirror comes with a wide variety of features to support all game genres.
Many of our features quickly became the norm across all Unity netcodes!
Feature | Description | Status |
---|---|---|
🎛 Transports | UDP, TCP, Websockets, Steam, Relay and more. | Stable |
🪜 Interest Management | Spatial Hashing & Distance Checker to partition the world. | Stable |
↗️ SyncDirection | Server & Client Authority - per component with one click. | Stable |
🐌 Latency Simulation | Simulate latency, packet loss & jitter locally. | Stable |
🧲 Batching | Minimize message overhead via batching automatically. | Stable |
💌 RPCs & SyncVars | Synced vars and remote function calls built in & safe. | Stable |
🙅♀️Allocation Free | Free of runtime allocations and no GC (except Transports). | Stable |
🛞 Transform & Physics | Transform & Physics sync built in. | Stable |
👩🍼 Child Components | Put networked components on anything. | Stable |
🪚️ IL Post Processing | Zero overhead [Rpcs] and [Commands] via IL post processing! | Stable |
☁️ Two Click Hosting | (Optional) Build & Push directly from Unity Editor to the Cloud. | Preview |
📏 Snapshot Interp. | Perfectly smooth movement for all platforms and all games. | Stable |
🏎 Fast Prediction | Simulate Physics locally & apply server corrections [VR ready] | Beta |
🔫 Lag Compensation | Roll back state to see what the player saw during input. | Beta |
🧙♂️ General Purpose | Mirror supports all genres for all your games! | |
🧘♀️ Stable API | Long term (10 years) stability instead of new versions! | |
🔬 Battle Tested | Mirror servers over 100 million players. It just works! | |
💴 Free & Open Source | MIT licensed without any restrictions to minimize risk! | |
❤️ Community | Join our Discord with nearly 15.000 developers world wide! | |
🧜🏻♀️ Long Term Support | Maintained since 2014 with optional LTS version! | |
🔒 Encryption | Secure communication with end-to-end encryption. | Preview |
📐 Bitpacking | Optimized compression (bools as 1 bit etc.) | Researching |
Architecture
The Server & Client are ONE project in order to achieve maximum productivity.
Simply use NetworkBehaviour instead of MonoBehaviour.
Making multiplayer games this way is fun & easy:
public class Player : NetworkBehaviour
{
// Synced automatically
[SyncVar] public int health = 100;
// Lists, Dictionaries, Sets too
SyncList<Item> inventory = new SyncList<Item>();
// Server/Client-only code
[Server] void LevelUp() {}
[Client] void Animate() {}
void Update()
{
// isServer/isClient for runtime checks
if (isServer) Heal();
if (isClient) Move();
}
// Zero overhead remote calls
[Command] void CmdUseItem(int slot) {} // Client to Server
[ClientRpc] void RpcRespawn() {} // Server to all Clients
[TargetRpc] void Hello() {} // Server to one Client
}
There's also NetworkServer & NetworkClient.
And that's about it 🤩
Free, Open Source & Community Focused
Mirror is free & open source (MIT Licensed).
🍺 "Free" as in free beer, and freedom to use it any way you like.
- Host Game Servers anywhere!
- Customize anything freely!
- No paywalls, no CCU costs, no strings attached!
🤝 We are a team of professional game developers, who are paid to use Mirror in production. Our incentives will always align with the community, because we are Mirror users just like you!
❤️ Our fantastic community of over 14,000 users contributes feedback & improvements every day. Please join us on our journey, help others, and consider a Donation if you love our work!
The top quote is from Fitzcarraldo, which is quite reminiscent of this project.
Getting Started
Get Unity 2019 / 2020 / 2021 / 2022 LTS, Download Mirror, 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.
Mirror LTS (Long Term Support)
Mirror LTS is available on the Asset Store.
Mirror LTS gives you peace of mind to run your game in production. Without any breaking changes, ever!
- Bug fixes only.
- Consistent API: update any time, without any breaking features.
- Lives along side Unity 2019/2020/2021 LTS.
- Supported for two years at a time.
Made with Mirror
Population: ONE
The BigBoxVR team started using Mirror in February 2019 for what eventually became one of the most popular Oculus Rift games.
In addition to 24/7 support from the Mirror team, BigBoxVR also hired one of our engineers.
Population: ONE was acquired by Meta in June 2021, and they've just released a new Sandbox addon in 2022!
Zooba
Wildlife Studio's hit Zooba made it to rank #5 of the largest battle royal shooters in the U.S. mobile market.
The game has over 100 million downloads on Google Play, with Wildlife Studios as one of the top 10 largest mobile gaming companies in the world.
Swarm VR
SWARM is a fast-paced, arcade-style grapple shooter, with quick sessions, bright colorful worlds and globally competitive leaderboards that will take you back to the glory days of Arcade Games.
Available for the Meta Quest, made with Mirror.
Castaways
Castaways is a sandbox game where you are castaway to a small remote island where you must work with others to survive and build a thriving new civilization.
Castaway runs in the Browser, thanks to Mirror's WebGL support.
Nimoyd
Nudge Nudge Games' first title: the colorful, post-apocalyptic open world sandbox game Nimoyd is being developed with Mirror.
Soon to be released for PC & mobile!
Unleashed
From original devs of World of Warcraft, Kingdoms of Amalur, and EverQuest comes a new family friendly fantasy adventure. Fight against the forces of darkness, explore a world consumed by wild magic, and build a stronghold with your friends to increase your power in a new world.
Lead by industry veterans Brian Birmingham & Irena Pereira, Unleashed is developing their next gen adventure game made with Mirror!
Follow them on X: https://twitter.com/UnleashingGames/
Dinkum
Set in the Australian Outback, Dinkum is a relaxing farming & survival game. Made by just one developer, Dinkum already reached 1000+ "Overwhelmingly Positive" reviews 1 week after its early access release.
James Bendon initially made the game with UNET, and then switched to Mirror in 2019.
A Glimpse of Luna
A Glimpse of Luna - a tactical multiplayer card battle game with the most beautiful concept art & soundtrack.
Made with Mirror by two brothers with no prior game development experience.
Havoc
Havoc is a tactical team-based first-person shooter with a fully destructible environment and a unique art style. Havoc has been one of our favorite made-with-Mirror games for a few years now, and we are excited to finally see it up there on Steam.
Sun Haven
Sun Haven - A beautiful human town, a hidden elven village, and a monster city filled with farming, magic, dragons, and adventure.
After their successful Kickstarter, Sun Haven was released on Steam in 2021 and later on ported to Mirror in 2022.
A Township Tale
A Township Tale is an immersive VR experience, where you can build towns and explore worlds with your friends.
Made with our KCP transport, available on the Meta Quest Store with over 6000+ ratings.
Inferna
One of the first MMORPGs made with Mirror, released in 2019.
An open world experience with over 1000 CCU during its peak, spread across multiple server instances.
Samutale
A sandbox survival samurai MMORPG, originally released in September 2016.
Later on, the Netherlands based Maple Media switched their netcode to Mirror.
Another Dungeon
Pixel Art Dungeon MMORPG reaching 5000 CCU at peak times.
Originally developed as a single-player idle game, it underwent a transition to an MMORPG three months before release thanks to Mirror!
Untamed Isles
The turn based, monster taming MMORPG Untamed Isles is currently being developed by Phat Loot Studios.
After their successful Kickstarter, the New Zealand based studio is aiming for a 2022 release date.
Portals
Animal Crossing meets Yakuza meets Minecraft — a city builder with a multiplayer central hub. Gather, trade and build — all in the browser!
SCP: Secret Laboratory
Northwood Studios' first title: the multiplayer horror game SCP: Secret Laboratory was one of Mirror's early adopters.
Released in December 2017, today it has more than 140,000 reviews on Steam.
Naïca Online
Naïca is a beautiful, free to play 2D pixel art MMORPG.
The France based team was one of Mirror's early adopters, releasing their first public beta in November 2020.
Laurum Online
Laurum Online - a 2D retro mobile MMORPG with over 500,000 downloads on Google Play.
Empires Mobile
Empires Mobile - Retro mobile MMORPG for Android and iOS, reaching 5000 CCU at times. Check out their video for some early MMORPG nostalgia.
Overpowered
Overwpowered, the exciting new card game that combines strategy, myth, and fun into one riveting web-based experience. Launched in 2023, made with Mirror!
And many more...
Modular Transports
Mirror uses KCP (reliable UDP) by default, but you may use any of our community transports for low level packet sending:
- (built in) KCP: reliable UDP
- (built in) Telepathy: TCP
- (built in) Websockets: Websockets
- Ignorance: ENET UDP
- LiteNetLib UDP
- FizzySteam: SteamNetwork
- FizzyFacepunch: SteamNetwork
- Epic Relay: Epic Online Services
- Bubble: Apple GameCenter
- Light Reflective Mirror: Self-Hosted Relay
- Oculus P2P: Oculus Platform Service
Benchmarks
- [2022] mischa 400-800 CCU tests
- [2021] Jesus' Benchmarks
- [2019] uMMORPG 480 CCU (worst case)
Development & Contributing
Mirror is used in production by everything from small indie projects to million dollar funded games that will run for a decade or more.
We prefer to work slow & thoroughly in order to not break everyone's games 🐌.
Therefore, we need to KISS 😗.
Information Security
Mirror-Networking follows common information security industry standards & best practices.
Mirror is free open source software (MIT Licensed), with over 80% test coverage. The company is located in Germany. We do not collect any user data, impose no restrictions on users & developers, or rely on any closed source dependencies other than Unity.
This makes Mirror an attractive choice for government agencies and large corporations with strict information security requirements.
Feel free to reach out to business [at] mirror-networking.com if you have any questions, or need to review any of our policies:
- Development best Practices and SDLC.pdf
- Disaster Recovery Procedure.pdf
- Document Retention and Destruction Policy.pdf
- Encryption Policy.pdf
- Information Security Guidelines.pdf
- Privacy Policy
- Security Policy
- Vulnerability Management Policy.pdf
Please reach out if you decide to use Mirror.
We are excited to hear about your project, and happy to help if needed!
Incident Response & Bug Bounty
A lot of projects use Mirror in production. If you found a critical bug / exploit in Mirror core, please follow the steps outlined in our Security Policy.
Credits / past findings / fixes:
- 2020, fholm: fuzzing ConnectMessage to stop further connects [#2397]
- 2023-04-05: IncludeSec: kcp2k UDP spoofing [#3286]
- 2023-06-27: James Frowen: ClientToServer [SyncVar] allocation attacks
Credits & Thanks 🙏
🪞 Alexey Abramychev (UNET)
🪞 Alan
🪞 c6burns
🪞 Coburn
🪞 cooper
🪞 FakeByte
🪞 fholm
🪞 Gabe (BigBoxVR)
🪞 imer
🪞 James Frowen
🪞 JesusLuvsYooh
🪞 Mischa
🪞 Mr. Gadget
🪞 NinjaKickja
🪞 Paul Pacheco
🪞 Sean Riley (UNET)