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Mirage

Classes

AutoPool<T>

Pool class that will create a Disposable wrapper around T so it can be used with any class automatically without additional setup

AutoPool<T>.Wrapper

CharacterSpawner

Spawns a player as soon as the connection is authenticated

ClientAttribute

Prevents this method from running if client is not active. Can only be used inside a NetworkBehaviour

ClientObjectManager

ClientRpcAttribute

The server uses a Remote Procedure Call (RPC) to run this function on specific clients. Note that if you set the target as Connection, you need to pass a specific connection as a parameter of your method

DeserializeFailedException

ExponentialMovingAverage

FoldoutEventAttribute

Draws UnityEvent as a foldout

GameObjectExtensions

GameObjectSerializers

HasAuthorityAttribute

Prevents players without authority from running this method. Can only be used inside a NetworkBehaviour

HeadlessAutoStart

HeadlessFrameLimiter

HostRendererVisibility

Disables all Renders on GameObject when the NetworkIdentity is not visible too the host player because of a

LocalPlayerAttribute

Prevents nonlocal players from running this method. Can only be used inside a NetworkBehaviour

MessageHandler

MessageReceiverExtensions

MessageWaiter<T>

Register handler just for 1 message Useful on client when you want too receive a single auth message

MethodInvocationException

Exception thrown if a guarded method is invoked incorrectly

NetworkAnimator

A component to synchronize animation states for networked objects.

NetworkBehaviorSerializers

NetworkBehaviour

Base class which should be inherited by scripts which contain networking functionality.

NetworkClient

This is a network client class used by the networking system. It contains a NetworkConnection that is used to connect to a network server. The handle connection state, messages handlers, and connection configuration. There can be many instances in a process at a time, but only one that is connected to a game server () that uses spawned objects. has an internal update function where it handles events from the transport layer. This includes asynchronous connect events, disconnect events and incoming data from a server.

NetworkDiagnostics

Provides profiling information from mirror A profiler can subscribe to these events and present the data in a friendly way to the user

NetworkExtensions

NetworkIdentity

The NetworkIdentity identifies objects across the network, between server and clients. Its primary data is a NetworkInstanceId which is allocated by the server and then set on clients. This is used in network communications to be able to lookup game objects on different machines.

NetworkIdentitySerializers

NetworkInspectorCallbacks

Callbacks for

NetworkManager

NetworkManagerGUI

NetworkManagerHud

NetworkMatchChecker

Component that controls visibility of networked objects based on match id. Any object with this component on it will only be visible to other objects in the same match. This would be used to isolate players to their respective matches within a single game server instance.

NetworkMessageAttribute

Tell the weaver to generate reader and writer for a class

NetworkMethodAttribute

Prevents this method from running unless the NetworkFlags match the current state Can only be used inside a NetworkBehaviour

NetworkPingDisplay

Component that will display the clients ping in milliseconds

NetworkPlayer

A High level network connection. This is used for connections from client-to-server and for connection from server-to-client.

NetworkPrefabs

A scriptable object that contains a list of prefabs that can be spawned on the network.

NetworkProximityChecker

Component that controls visibility of networked objects for players. Any object with this component on it will not be visible to players more than a (configurable) distance away.

NetworkSceneChecker

Component that controls visibility of networked objects between scenes. Any object with this component on it will only be visible to other objects in the same scene This would be used when the server has multiple additive subscenes loaded to isolate players to their respective subscenes

NetworkSceneManager

NetworkSceneManager is an optional component that helps keep scene in sync between server and client. The loads scenes as instructed by the . The controls the currently active Scene and any additive Load/Unload. when a client connect NetworkSceneManager will send a message telling the new client to load the scene that is active on the server

NetworkServer

The NetworkServer.

NetworkTime

Synchronize time between the server and the clients

NetworkTransform

NetworkTransformBase

NetworkTransformBase.DataPoint

NetworkTransformChild

A component to synchronize the position of child transforms of networked objects. There must be a NetworkTransform on the root object of the hierarchy. There can be multiple NetworkTransformChild components on an object. This does not use physics for synchronization, it simply synchronizes the localPosition and localRotation of the child transform and lerps towards the received values.

NetworkVisibility

NetworkBehaviour that calculates if the gameObject should be visible to different players or not

NetworkWorld

Holds collection of spawned network objects This class works on both server and client

NetworkWorldExtensions

NetworkedPrefabAttribute

Forces the user to provide a prefab that has a NetworkIdentity component and is registered. Also provides a fix button to fix the prefab if it hasn't been networked.

OnlineOfflineScene

PipePeerConnection

A that is directly sends data to a

PipePeerConnection.PipeEndPoint

PlayerSceneChangeEvent

ReadOnlyInspectorAttribute

Makes field readonly in inspector. This is useful for fields that are set by code, but are shown iin inpector for debuggiing

SceneAttribute

Converts a string property into a Scene property in the inspector

SceneChangeFinishedEvent

Event fires from INetworkSceneManager when a scene change finishes on either Server or Client. Scene - Loaded scene SceneOperation - Scene change type (Normal, Additive Load, Additive Unload).

SceneChangeStartedEvent

Event fires from INetworkSceneManager when a scene change begins on either Server or Client. Scene - Name or path of the scene that's about to be loaded SceneOperation - Scene change type (Normal, Additive Load, Additive Unload).

SceneVisibilityChecker

ServerAttribute

Prevents a method from running if server is not active. Can only be used inside a NetworkBehaviour

ServerObjectManager

The ServerObjectManager.

ServerObjectManagerExtensions

Extra helper methods for that dont add any extra logic

ServerRpcAttribute

Call this from a client to run this function on the server. Make sure to validate input etc. It's not possible to call this from a server.

ShowInInspectorAttribute

Used to show private SyncList in the inspector, Use instead of SerializeField for non Serializable types

SpawnEvent

SpawnHandler

SpawnObjectException

Exception thrown when spawning fails

StringHash

SyncPrefabSerialize

SyncVarAttribute

SyncVars are used to synchronize a variable from the server to all clients automatically. Value must be changed on server, not directly by clients. Hook parameter allows you to define a client-side method to be invoked when the client gets an update from the server.

SyncVarReceiver

Class that handles syncvar message and passes it to correct

SyncVarSender

Class that Syncs syncvar and other State

Version

Structs

AddCharacterMessage

GameObjectSyncvar

backing struct for a NetworkIdentity when used as a syncvar the weaver will replace the syncvar with this struct.

NetworkBehaviorSyncvar

backing struct for a NetworkIdentity when used as a syncvar the weaver will replace the syncvar with this struct.

NetworkBehaviorSyncvar<T>

NetworkBehaviour.Id

NetworkDiagnostics.MessageInfo

Describes an outgoing message

NetworkIdentitySyncvar

backing struct for a NetworkIdentity when used as a syncvar the weaver will replace the syncvar with this struct.

NetworkPingMessage

NetworkPongMessage

NetworkSpawnSettings

Spawn Settings for

ObjectDestroyMessage

ObjectHideMessage

RemoveAuthorityMessage

RemoveCharacterMessage

SceneMessage

SceneNotReadyMessage

Sent to client to mark their scene as not ready Client can sent once its scene is ready again

SceneReadyMessage

Sent to indicate the scene is finished loading

SpawnMessage

SpawnValues

SyncPrefab

SyncSettings

UpdateVarsMessage

Interfaces

IMessageReceiver

An object that can receive messages

IMessageSender

An object that can send messages

INetIdGenerator

INetworkPlayer

An object owned by a player that can: send/receive messages, have network visibility, be an object owner, authenticated permissions, and load scenes. May be from the server to client or from client to server

INetworkVisibility

IObjectLocator

An object that implements this interface can find objects by their net id This is used by readers when trying to deserialize gameobjects

IObjectOwner

An object that can own networked objects

ISceneLoader

IVisibilityTracker

An object that can observe NetworkIdentities. this is useful for interest management

Enums

Channel

CharacterSpawner.PlayerSpawnMethod

Enumeration of methods of where to spawn player objects in multiplayer games.

ClientStoppedReason

Reason why Client was stopped or disconnected

ConnectState

NetworkFlags

NetworkManagerMode

RpcTarget

Used by ClientRpc to tell mirage who to send remote call to

SceneOperation

SyncActiveOption

SyncFrom

SyncHookType

SyncTiming

SyncTo

Delegates

AuthorityChanged

Event that can be used to check authority

DynamicSpawnHandlerDelegate

MessageDelegate<T>

MessageDelegateAsync<T>

MessageDelegateWithPlayer<T>

MessageDelegateWithPlayerAsync<T>

NetworkVisibility.VisibilityChanged

SpawnHandlerAsyncDelegate

SpawnHandlerDelegate

UnSpawnDelegate