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