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* Moved doc files to docfx folder * load csproj * doc generation * Run docfx * Add docfx * Deploy docs to mirror-networking.com * use deploy phase * deploy whole generated site * Fixed the semantic release command * Is last \ required? * show debug log * using lftp for site deploy * Testing lftp * Show current folder * try -e command option * Show me the files * use plain ftp * use choco install instead of cinst * fix ssl certificate validation * fix username * Upload site to xmldocs folder * no need to archive docs * No need for debug output * Fix file permissions * show me .htaccess * Show me contents * Wipe out folder to fix permissions * Set file permissions * Fix file permissions * complete toc list * Migrated intro page * Remove old docs * Update link to docs * Add link to github * Only update docs for stuff in master * This is a powershell command * Update doc/articles/Concepts/Communications/RemoteActions.md * Update doc/articles/Concepts/VisibilityCustom.md * Update doc/articles/Concepts/Authority.md * Update doc/articles/Concepts/GameObjects/SpawnObjectCustom.md * Update doc/articles/Concepts/Authority.md * Update doc/articles/Classes/SyncVars.md * No need to run semver twice
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2.6 KiB
Components Overview
General description of Components
- NetworkManager
The Network Manager is a component for managing the networking aspects of a multiplayer game. - NetworkLobbyManager
The Network Lobby Manager is an extension component of Network Manager that provides a basic functional lobby. - NetworkLobbyPlayer
The Network Lobby Player is a component that's required on Player prefabs used in the Lobby Scene with the Network Lobby Manager above. - NetworkManagerHUD
The Network Manager HUD is a quick-start tool to help you start building your multiplayer game straight away, without first having to build a user interface for game creation/connection/joining. It allows you to jump straight into your gameplay programming, and means you can build your own version of these controls later in your development schedule. - NetworkIdentity
The Network Identity component is at the heart of the Mirror networking high-level API. It controls a game object’s unique identity on the network, and it uses that identity to make the networking system aware of the game object. It offers two different options for configuration and they are mutually exclusive, which means either one of the options or none can be checked. - NetworkStartPosition
Network Start Position is used by the Network Manager when creating player objects. The position and rotation of the Network Start Position are used to place the newly created player object. - NetworkProximityChecker
The Network Proximity Checker component controls the visibility of game objects for network clients, based on proximity to players. - NetworkTransform
The Network Transform component synchronizes the movement and rotation of game objects across the network. Note that the network Transform component only synchronizes spawned networked game objects. - NetworkTransformChild
The Network Transform Child component synchronizes the position and rotation of the child game object of a game object with a Network Transform component. - NetworkAnimator
The Network Animator component allows you to synchronize animation states for networked objects. It synchronizes state and parameters from an Animator Controller. - NetworkNavMeshAgent
Coming Soon - NetworkController
Coming Soon - NetworkRigidbody
Coming Soon