📄️ Overview
These core components are included in Mirage:
📄️ 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 Discovery
Suppose you are next to a friend. He starts a game in host mode and you want to join him. How will your phone locate his? Finding out his IP address is not exactly intuitive or something kids can do.
📄️ Network Identity
See also NetworkIdentity in the API Reference.
📄️ Network Log Settings
See also LogFactory in the API Reference.
📄️ Network Manager HUD
The Network Manager HUD ("heads-up display") 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 Manager
NetworkManager is a helper class with instance references to the other major parts of the Mirage network.
📄️ Network Match Checker
The Network Match Checker component controls the visibility of networked objects based on match id.
📄️ Network Ping Display
Network Ping Display shows the ping time for clients using OnGUI.
📄️ Network Proximity Checker
The Network Proximity Checker component controls the visibility of game objects for network clients, based on proximity to players.
📄️ Network Room Manager
Please see the Room example in the Examples folder in your Mirage folder
📄️ Network Room Player
The Network Room Player stores per-player state for the Network Room Manager while in the room. When using this component, you need to write a script that allows players to indicate they are ready to begin playing, which sets the ReadyToBegin property.
📄️ Network Scene Checker
The Network Scene Checker component controls the visibility of game objects for network clients, based on which scene they're in.
📄️ Network Scene Manager
The Network Scene Manager component controls the Unity Scenes running over the network.
📄️ Network Start Position
To control where players are spawned, you can use the Network Start Position component.
📄️ Network Transform Child
The Network Transform Child component synchronizes the position and rotation of the child game object of a game object with a Network Transform component. You should use this component in situations where you need to synchronize an independently-moving child object with a Networked game object.
📄️ Network Transform
The Network Transform component synchronizes the position, rotation, and scale of networked game objects across the network.
📄️ Ready Check and Lobby Ready
See the API reference for more details