Mirror
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#1 Open Source Unity Networking Library
SyncVars of `NetworkIdentity` and other networked objects internally use a field of netId to make them resilient when interest management happens. This prevents SyncVars of those types from being forever...
**Please explain the suggested feature in detail.** I am using the [MirrorTest](https://github.com/vis2k/Mirror/blob/master/Assets/Mirror/Tests/Common/MirrorTest.cs) class as a base for some of my unit tests. It contains the method CreateNetworkedAndSpawn, which takes an...
**Bug:** OnDeserialize failed Exception=System.IO.EndOfStreamException (see below) object=PlayerPrefab(Clone) component=Mirror.NetworkAnimator sceneId=0 length=20 **Reproduce:** I'm building a FPS game where there is the main player's PlayerPrefab with two children like this:  where:...
**Please explain the suggested feature in detail.** Right now, the way Mirror is programmed, it is not possible to have child game objects that inherit from NetworkBehaviour), where the parent...
Calling StopClient from OnStopClient (with other function in between) causes StackOverflowException
**Describe the bug** Calling `StopClient` from `OnStopClient` (with other function in between) causes `StackOverflowException`  **Expected behavior** `StopClient` should not call `OnStopClient` if it has already been called
GameObject, NetworkIdentity are stored by netId internally for that reason.
Implement a package manifest as described here: https://docs.unity3d.com/Manual/upm-manifestPrj.html Then it becomes easier for people to load a specific or the latest version of Mirror using just a GIT link in...
**Describe the bug** [Not critical bug] The IndexOutOfRangeException error is thrown on enabling other prefab with another NetworkAnimator.cs. **[IMPORTANT] How can we reproduce the issue, step by step:** A player...
**Describe the bug** SyncVars of type deriving from NetworkBehaviours point to wrong NetworkBehaviour on clients, while RPCs work fine. **How to reproduce the issue, step by step** 1. Setup a...