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#1 Open Source Unity Networking Library

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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...

enhancement
Awaiting Review

**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: ![PlayerPrefab](https://i.imgur.com/BBjeNk0.png) 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...

enhancement

**Describe the bug** Calling `StopClient` from `OnStopClient` (with other function in between) causes `StackOverflowException` ![image](https://user-images.githubusercontent.com/23101891/87088221-534b1300-c22c-11ea-8ea3-55bc5f43cab5.png) **Expected behavior** `StopClient` should not call `OnStopClient` if it has already been called

bug

GameObject, NetworkIdentity are stored by netId internally for that reason.

bug
pull request
Weaver

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...

enhancement

**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...

bug
Weaver