Mirror
Client-Side-Prediction
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Mirror | Client-Side-Prediction | |
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23 | 1 | |
4,844 | 100 | |
2.7% | - | |
9.8 | 0.0 | |
7 days ago | 12 months ago | |
C# | C# | |
MIT License | MIT License |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
Mirror
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Release Radar • February 2024 Edition
Woah, over 80 versions 😮! This is a project with over 1,740 releases over the past five years. Mirror is one for the game devs in the room. It's a high level networking library for Unity. Used in some of the top video games, Mirror is used by thousands of game developers around the world. The latest update brings Mirror in line with the latest Unity version, includes better motion smoothing time, and lots more. Check out all the changes in the Mirror changelog.
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What are some big no-nos when designing multiplayer functionality?
https://mirror-networking.com/ (Unity specific, looks nice but don't use unity myself).
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Creating multiplayer VR experiences
Mirror is another option.
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Messing around with Generic Types, Thought I'd share this fun function
Unity's package is, from what I understand, an imitation of Mirror (which is kind of ironic given the name) but I don't know if they have improved it since I last checked. At that point, you might want to consider Mirror instead.
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Spent April learning Unity, started a little dice roller to show off the dice my brother designs
Multiplayer is something I've wanted to try, just so other people can see the dice rolls that each player makes. I found a cool multiplayer library that I hope to try out later, it is called Mirror ... is that what you use? https://github.com/MirrorNetworking/Mirror
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Creating an MMO. (Looking for wisdom)
I'd suggest getting an experienced developer on board, one that has worked with networking before. Multiplayer games are hard to buid. Regarding networking frameworks, I know Mirror for Unity has been tested for an MMO use case. Not sure about Unity's first-party Networked Game Objects solution.
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After updating Mirror, I now have all of these errors...
Are you using AsmDef assembly files? If so make sure you have Mirror.Transports.asmdef referenced in your main (Source folders) asmdef.
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Unreal Engine 5.2 Beta - Procedural Content Generator (PCG)
I dunno why they'd even bother implementing that when mirror did it for free
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Is it hard making a open world multiplayer game as an indie dev?
https://mirror-networking.com/ (Unity specific, looks nice but don't use unity myself).
- GitHub - MirrorNetworking/Mirror: #1 Open Source Unity Networking Library
Client-Side-Prediction
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Client side prediction using Mirror, how?
https://github.com/GiovanniZambiasi/Client-Side-Prediction may be a good starting point.
What are some alternatives?
com.unity.netcode.gameobjects - Netcode for GameObjects is a high-level netcode SDK that provides networking capabilities to GameObject/MonoBehaviour workflows within Unity and sits on top of underlying transport layer.
EpicOnlineTransport - A Transport for Mirror using Epic Online Services
com.unity.multiplayer.samples.coop - A small-scale cooperative game sample built on the new, Unity networking framework to teach developers about creating a similar multiplayer game.
Riptide - Lightweight C# networking solution for multiplayer games.
ForgeNetworkingRemastered - See various forks, also please join the Forge Community fork of Forge Alloy! -> https://github.com/ForgeAlloyCommunity/ForgeAlloy
2D-MMORPG-Youtube - An Open Source 2D MMORPG with Azure (AKS [K8s], CosmosDB and Redis) and Unity Game Engine
quantum-space-buddies - Quantum Space Buddies ( QSB ) is a multiplayer mod for Outer Wilds.
ServUO - An Ultima Online server emulator written in C# .NET
crystalorb - Network-agnostic, high-level game networking library for client-side prediction and server reconciliation (unconditional rollback).
fuse - Multiplayer Online Standard
UnitySimpleTCPNetwork - Simple chat app using tcp network in unity.