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#1 Open Source Unity Networking Library
see test: "TestHashSet" see code: NetworkWriterExtensions.WriteHashSet this is from a recent PR. however, the tests did not pass.
NetworkManager often hold global game state. would be useful to sync this to all clients with SyncVars. this was requested in discord a few times, and it makes sense.
reconsider/discuss how ClientToServer hooks should be fired
Open a prefab in edit mode then run the game. On line 67 of NetworkScenePostProcess.cs the code will stop the game if editor is in Prefab Edit Mode. Why can't...
Added fancy camera for couch co-op example. https://github.com/MirrorNetworking/Mirror/assets/57072365/d0bf0a50-7e53-4cc3-a969-7ffd7bd6966c
# HOLD - WIP Unity 6 Preview auto-applies the following changes: - velocity -> linearVelocity - drag -> linearDamping - angularDrag -> angularDamping
**Describe the bug** NetworkBehaviors throw error message `Mirror.NetworkTransformReliable on Spine requires a NetworkIdentity. Please add a NetworkIdentity component to Spine or it's parents.` even though the game object has `NetworkIdentity`...
**Describe the bug** A clear and concise description of what the bug is. **[IMPORTANT] How can we reproduce the issue, step by step:** Please tell us how to reproduce your...
**Describe the bug** `ReaderWriterProcessor` registers a custom Reader/Writer included in AssemblyReferences of CurrentAssembly. However, in a complicated case, when a NetworkMessage contained in AssemblyReferences requires a Reader/Writer that is not...
**Describe the bug** I told previously (#3784 - ServerChangeScene sends NotReadyMessage to non-authenticated-yet connections), I'm rewriting the way my game loads and connects to servers. Now I call StartHost() and...