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Mirror

Namespaces

Name
Mirror::Authenticators
Mirror::Cloud
Mirror::Discovery
Mirror::EditorScripts
Mirror::Examples
Mirror::Experimental
Mirror::Logging
Mirror::RemoteCalls
Mirror::SimpleWeb
Mirror::Weaver

Classes

Name
struct Mirror::AddPlayerMessage
class Mirror::Channels
class Mirror::ClientAttribute
Prevents the server from running this method.
class Mirror::ClientCallbackAttribute
Prevents the server from running this method.
class Mirror::ClientDataReceivedEvent
class Mirror::ClientRpcAttribute
The server uses a Remote Procedure Call (RPC) to run this function on clients.
class Mirror::ClientScene
A client manager which contains static client information and functions.
class Mirror::CommandAttribute
Call this from a client to run this function on the server.
struct Mirror::CommandMessage
class Mirror::Compression
Functions to Compress Quaternions and Floats
struct Mirror::ConnectMessage
struct Mirror::DisconnectMessage
class Mirror::EnterPlayModeSettingsCheck
struct Mirror::ErrorMessage
class Mirror::ExponentialMovingAverage
class Mirror::FallbackTransport
class Mirror::ILoggerExtensions
interface Mirror::IMessageBase
class Mirror::InspectorHelper
class Mirror::LLAPITransport
class Mirror::LogFactory
class Mirror::LogFilter
class Mirror::MessageBase
class Mirror::MessagePacker
class Mirror::MiddlewareTransport
Allows Middleware to override some of the transport methods or let the inner transport handle them.
class Mirror::MultiplexTransport
class Mirror::NetworkAnimator
A component to synchronize Mecanim animation states for networked objects.
class Mirror::NetworkAuthenticator
Base class for implementing component-based authentication during the Connect phase
class Mirror::NetworkBehaviour
Base class which should be inherited by scripts which contain networking functionality.
class Mirror::NetworkBehaviourInspector
class Mirror::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.
class Mirror::NetworkConnection
A High level network connection. This is used for connections from client-to-server and for connection from server-to-client.
class Mirror::NetworkConnectionToClient
class Mirror::NetworkConnectionToServer
class Mirror::NetworkDiagnostics
Provides profiling information from mirror A profiler can subscribe to these events and present the data in a friendly way to the user
class Mirror::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.
class Mirror::NetworkInformationPreview
class Mirror::NetworkLobbyManager
This is a specialized NetworkManager that includes a networked lobby.
class Mirror::NetworkLobbyPlayer
This component works in conjunction with the NetworkLobbyManager to make up the multiplayer lobby system.
class Mirror::NetworkManager
class Mirror::NetworkManagerEditor
class Mirror::NetworkManagerHUD
An extension for the NetworkManager that displays a default HUD for controlling the network state of the game.
class Mirror::NetworkMatchChecker
Component that controls visibility of networked objects based on match id.
interface Mirror::NetworkMessage
class Mirror::NetworkPingDisplay
Component that will display the clients ping in milliseconds
struct Mirror::NetworkPingMessage
struct Mirror::NetworkPongMessage
class Mirror::NetworkProximityChecker
Component that controls visibility of networked objects for players.
class Mirror::NetworkReader
Binary stream Reader. Supports simple types, buffers, arrays, structs, and nested types
class Mirror::NetworkReaderExtensions
class Mirror::NetworkReaderPool
Pool of NetworkReaders
class Mirror::NetworkRoomManager
This is a specialized NetworkManager that includes a networked room.
class Mirror::NetworkRoomPlayer
This component works in conjunction with the NetworkRoomManager to make up the multiplayer room system.
class Mirror::NetworkSceneChecker
Component that controls visibility of networked objects between scenes.
class Mirror::NetworkScenePostProcess
class Mirror::NetworkServer
The NetworkServer.
class Mirror::NetworkStartPosition
This component is used to make a gameObject a starting position for spawning player objects in multiplayer games.
class Mirror::NetworkTime
Synchronize time between the server and the clients
class Mirror::NetworkTransform
class Mirror::NetworkTransformBase
class Mirror::NetworkTransformChild
A component to synchronize the position of child transforms of networked objects.
class Mirror::NetworkVisibility
class Mirror::NetworkWriter
Binary stream Writer. Supports simple types, buffers, arrays, structs, and nested types
class Mirror::NetworkWriterExtensions
class Mirror::NetworkWriterPool
Pool of NetworkWriters
struct Mirror::NotReadyMessage
struct Mirror::ObjectDestroyMessage
struct Mirror::ObjectHideMessage
struct Mirror::ObjectSpawnFinishedMessage
struct Mirror::ObjectSpawnStartedMessage
class Mirror::PooledNetworkReader
NetworkReader to be used with [NetworkReaderPool]
class Mirror::PooledNetworkWriter
NetworkWriter to be used with [NetworkWriterPool]
class Mirror::PreprocessorDefine
class Mirror::Reader
a class that holds readers for the different types Note that c# creates a different static variable for each type This will be populated by the weaver
struct Mirror::ReadyMessage
struct Mirror::RpcMessage
class Mirror::SceneAttribute
Converts a string property into a Scene property in the inspector
class Mirror::SceneDrawer
struct Mirror::SceneMessage
class Mirror::ServerAttribute
Prevents clients from running this method.
class Mirror::ServerCallbackAttribute
Prevents clients from running this method.
class Mirror::ServerDataReceivedEvent
class Mirror::ShowInInspectorAttribute
Used to show private SyncList in the inspector,
struct Mirror::SpawnMessage
class Mirror::StringHash
class Mirror::SyncDictionary
class Mirror::SyncHashSet
class Mirror::SyncIDictionary
class Mirror::SyncList
class Mirror::SyncListBool
class Mirror::SyncListDrawer
class Mirror::SyncListFloat
class Mirror::SyncListInt
class Mirror::SyncListString
class Mirror::SyncListUInt
interface Mirror::SyncObject
A sync object is an object that can synchronize it's state between server and client, such as a SyncList
class Mirror::SyncSet
class Mirror::SyncSortedSet
class Mirror::SyncVarAttribute
SyncVars are used to synchronize a variable from the server to all clients automatically.
class Mirror::SyncVarAttributeDrawer
class Mirror::TargetRpcAttribute
The server uses a Remote Procedure Call (RPC) to run this function on a specific client.
class Mirror::TelepathyTransport
class Mirror::Transport
Abstract transport layer component
class Mirror::ULocalConnectionToClient
class Mirror::UnityEventException
class Mirror::UnityEventInt
class Mirror::UnityEventIntException
class Mirror::UnityEventNetworkConnection
Unity Event for the NetworkConnection
struct Mirror::UpdateVarsMessage
class Mirror::Writer
a class that holds writers for the different types Note that c# creates a different static variable for each type This will be populated by the weaver

Types

Name
enum SceneOperation { Normal, LoadAdditive, UnloadAdditive }
enum SyncMode { Observers, Owner }
Sync to everyone, or only to owner.
enum ConnectState { None, Connecting, Connected, Disconnected }
enum PlayerSpawnMethod { Random, RoundRobin }
Enumeration of methods of where to spawn player objects in multiplayer games.
enum NetworkManagerMode { Offline, ServerOnly, ClientOnly, Host }
Enumeration of methods of current Network Manager state at runtime.
enum MirrorInvokeType { Command, ClientRpc }
enum Version { Current = 1 }

Functions

Name
delegate void NetworkMessageDelegate(NetworkConnection conn, NetworkReader reader, int channelId)
delegate GameObject SpawnDelegate(Vector3 position, Guid assetId)
delegate GameObject SpawnHandlerDelegate(SpawnMessage msg)
delegate void UnSpawnDelegate(GameObject spawned)

Types Documentation

enum SceneOperation

Enumerator Value Description
Normal
LoadAdditive
UnloadAdditive

enum SyncMode

Enumerator Value Description
Observers
Owner

Sync to everyone, or only to owner.

enum ConnectState

Enumerator Value Description
None
Connecting
Connected
Disconnected

enum PlayerSpawnMethod

Enumerator Value Description
Random
RoundRobin

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

enum NetworkManagerMode

Enumerator Value Description
Offline
ServerOnly
ClientOnly
Host

Enumeration of methods of current Network Manager state at runtime.

enum MirrorInvokeType

Enumerator Value Description
Command
ClientRpc

enum Version

Enumerator Value Description
Current 1

Functions Documentation

function NetworkMessageDelegate

delegate void NetworkMessageDelegate(
    NetworkConnection conn,
    NetworkReader reader,
    int channelId
)

function SpawnDelegate

delegate GameObject SpawnDelegate(
    Vector3 position,
    Guid assetId
)

function SpawnHandlerDelegate

delegate GameObject SpawnHandlerDelegate(
    SpawnMessage msg
)

function UnSpawnDelegate

delegate void UnSpawnDelegate(
    GameObject spawned
)

Updated on 25 January 2021 at 09:57:16 UTC