Namespace Mirror
Classes
Batcher
Channels
ClientAttribute
Prevents the server from running this method.
Prints a warning if the server tries to execute this method.
ClientCallbackAttribute
Prevents the server from running this method.
No warning is printed.
ClientRpcAttribute
The server uses a Remote Procedure Call (RPC) to run this function on clients.
CommandAttribute
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.
Compression
Functions to Compress Quaternions and Floats
DistanceInterestManagement
DistanceInterestManagementCustomRange
ExponentialMovingAverage
Extensions
Grid2D<T>
GUIConsole
InterestManagement
LatencySimulation
LocalConnectionToClient
LocalConnectionToServer
MatchInterestManagement
Mathd
MessagePacking
MiddlewareTransport
Allows Middleware to override some of the transport methods or let the inner transport handle them.
MultiplexTransport
NetworkAnimator
A component to synchronize Mecanim animation states for networked objects.
NetworkAuthenticator
Base class for implementing component-based authentication during the Connect phase
NetworkBehaviour
Base class for networked components.
NetworkClient
NetworkClient with connection to server.
NetworkConnection
Base NetworkConnection class for server-to-client and client-to-server connection.
NetworkConnectionToClient
NetworkConnectionToServer
NetworkDiagnostics
Profiling statistics for tool to subscribe to (profiler etc.)
NetworkIdentity
NetworkIdentity identifies objects across the network.
NetworkLobbyManager
This is a specialized NetworkManager that includes a networked lobby.
NetworkLobbyPlayer
This component works in conjunction with the NetworkLobbyManager to make up the multiplayer lobby system.
The LobbyPrefab object of the NetworkLobbyManager must have this component on it. This component holds basic lobby player data required for the lobby to function. Game specific data for lobby players can be put in other components on the LobbyPrefab or in scripts derived from NetworkLobbyPlayer.
NetworkLoop
NetworkManager
NetworkManagerHUD
Shows NetworkManager controls in a GUI at runtime.
NetworkMatch
NetworkPingDisplay
Component that will display the clients ping in milliseconds
NetworkReader
Network Reader for most simple types like floats, ints, buffers, structs, etc. Use NetworkReaderPool.GetReader() to avoid allocations.
NetworkReaderExtensions
NetworkReaderPool
Pool of NetworkReaders to avoid allocations.
NetworkReaderPooled
Pooled NetworkReader, automatically returned to pool when using 'using'
NetworkRoomManager
This is a specialized NetworkManager that includes a networked room.
NetworkRoomPlayer
This component works in conjunction with the NetworkRoomManager to make up the multiplayer room system.
The RoomPrefab object of the NetworkRoomManager must have this component on it. This component holds basic room player data required for the room to function. Game specific data for room players can be put in other components on the RoomPrefab or in scripts derived from NetworkRoomPlayer.
NetworkServer
NetworkServer handles remote connections and has a local connection for a local client.
NetworkStartPosition
Start position for player spawning, automatically registers itself in the NetworkManager.
NetworkStatistics
Shows Network messages and bytes sent and received per second.
NetworkTeam
NetworkTime
Synchronizes server time to clients.
NetworkTransform
NetworkTransformBase
NetworkTransformChild
NetworkWriter
Network Writer for most simple types like floats, ints, buffers, structs, etc. Use NetworkWriterPool.GetReader() to avoid allocations.
NetworkWriterExtensions
NetworkWriterPool
Pool of NetworkWriters to avoid allocations.
NetworkWriterPooled
Pooled NetworkWriter, automatically returned to pool when using 'using'
Pool<T>
PooledNetworkReader
PooledNetworkWriter
Reader<T>
Helper class that weaver populates with all reader types.
SceneAttribute
Converts a string property into a Scene property in the inspector
SceneInterestManagement
ServerAttribute
Prevents clients from running this method.
Prints a warning if a client tries to execute this method.
ServerCallbackAttribute
Prevents clients from running this method.
No warning is thrown.
ShowInInspectorAttribute
Used to show private SyncList in the inspector,
Use instead of SerializeField for non Serializable types
SnapshotInterpolation
SpatialHashingInterestManagement
SyncDictionary<TKey, TValue>
SyncHashSet<T>
SyncIDictionary<TKey, TValue>
SyncList<T>
SyncObject
SyncObjects sync state between server and client. E.g. SyncLists.
SyncSet<T>
SyncSortedSet<T>
SyncVar<T>
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.
SyncVarGameObject
SyncVarNetworkBehaviour<T>
SyncVarNetworkIdentity
TargetRpcAttribute
The server uses a Remote Procedure Call (RPC) to run this function on a specific client.
TeamInterestManagement
TelepathyTransport
Transport
Abstract transport layer component
Unbatcher
UnityEventNetworkConnection
Utils
Writer<T>
Helper class that weaver populates with all writer types.
Structs
AddPlayerMessage
ChangeOwnerMessage
CommandMessage
EntityStateMessage
NetworkBehaviour.NetworkBehaviourSyncVar
NetworkDiagnostics.MessageInfo
Describes an outgoing message
NetworkIdentitySerialization
NetworkPingMessage
NetworkPongMessage
NetworkRoomManager.PendingPlayer
NotReadyMessage
NTSnapshot
ObjectDestroyMessage
ObjectHideMessage
ObjectSpawnFinishedMessage
ObjectSpawnStartedMessage
ReadyMessage
RpcMessage
SceneMessage
SpawnMessage
SyncList<T>.Enumerator
Interfaces
NetworkMessage
Snapshot
Enums
ConnectState
NetworkManagerMode
PlayerSpawnMethod
SceneOperation
SpatialHashingInterestManagement.CheckMethod
SyncIDictionary<TKey, TValue>.Operation
SyncList<T>.Operation
SyncMode
SyncSet<T>.Operation
TransportError
Visibility
Delegates
NetworkIdentity.ClientAuthorityCallback
The delegate type for the clientAuthorityCallback.