📄️ Overview
These core components are included in Mirage:
📄️ Network Identity
See also NetworkIdentity in the API Reference.
📄️ Network Manager
NetworkManager is a helper class with instance references to the other major parts of the Mirage network.
📄️ Scene Visibility Checkers
This document covers two components for managing object visibility based on scenes: NetworkSceneChecker and SceneVisibilityChecker.
📄️ Network Proximity Checker
The Network Proximity Checker component controls the visibility of game objects for network clients, based on proximity to players.
📄️ Network Match Checker
The Network Match Checker component controls the visibility of networked objects based on match id.
📄️ Network Scene Manager
The Network Scene Manager component controls the Unity Scenes running over the network.
📄️ Network Animator
The Network Animator component allows you to synchronize animation states for networked objects. It synchronizes state and parameters from an Animator Controller.
📄️ Network Transform
NetworkTransform is not optimized and should not be used in production. It is recommended to use NetworkPositionSync instead.
📄️ Network Transform Child
NetworkTransformChild is not optimized and should not be used in production. It is recommended to use NetworkPositionSync instead.
📄️ Network Manager HUD
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.
📄️ Network Ping Display
Network Ping Display shows the ping time for clients using a UI Text component.
📄️ Network Discovery
This component has been moved from Mirage to a separate package. You can find it here//github.com/MirageNet/NetworkDiscovery
📄️ Ready Check and Lobby Ready
See the API reference for more details
📄️ Network Log Settings
Mirage's logging system provides granular control over log levels for different parts of your game, allowing you to easily manage the verbosity of messages from various Mirage components and your own custom code.