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Questions tagged [mirror-networking]

Mirror is a high level Networking API for Unity. It serves as a replacement for the deprecated UNet. The official website is https://mirror-networking.com/.

0 votes
2 answers
272 views

I'm trying to synchronize 3-4 thousand game objects' positions and rotations. I need performance for my Unity game to remain relatively high (30+fps) and to keep the amount of data sent as low as ...
Tony ThaDee's user avatar
3 votes
1 answer
115 views

I'm trying to build my multiplayer game to WebGL in Unity (using Mirror). However, when I press "build", it gives me the following three errors: ...
kalilamodow's user avatar
0 votes
0 answers
41 views

I somewhat understand [Command], [ClientRpc], and [TargetRpc]. However, I am currently struggling to determine how to get my SetupInitialHand() method to run. When called from the same area that ...
SmileyTheMimic's user avatar
5 votes
1 answer
807 views

I'm having trouble developing and understanding Server code. Currently, I'm trying to have each person that joins the Server be given a single digit ID that can then be used for determining turn order ...
SmileyTheMimic's user avatar
2 votes
1 answer
176 views

I'm looking for some guidance on how to develop a card combat system similar to Legends of RuneTerra auto combat. I'm a bit lost on how to get the proper card info from each drop zone (5 each player) ...
SmileyTheMimic's user avatar
1 vote
1 answer
117 views

I'm not sure what logic I can use to place each card in the correct position. Example, I place in my middle drop zone (AllyDropZone (2)) and it appears the opposite way for my opponent (EnemyDropZone (...
SmileyTheMimic's user avatar
0 votes
1 answer
218 views

My Unity project uses the Mirror Networking component and I am using an AWS free tier EC2 instance to host it. I configured the instance following this guide from the Mirror documentation, including ...
Michael's user avatar
  • 51
0 votes
1 answer
252 views

I am creating a system in Unity using Mirror Networking which will only require one host/server and one client. It is a WebGL build so the client will connect on a browser. I want to send commands ...
Michael's user avatar
  • 51
0 votes
0 answers
67 views

I've been trying to make a multiplayer game with mirror networking. The Network Manager works correctly when it comes to changing the scene, but the ...
koogel's user avatar
  • 79
0 votes
0 answers
110 views

I am trying to create a simple VR-Game with objects that can be grabbed by the players and placed in a space. I am using the XR Interaction Toolkit to make the objects grabbable and the Mirror Network ...
Pabe7485's user avatar
0 votes
0 answers
882 views

I'm first time trying to setup multiplayer/co-op game mode for the VR game. Currently just trying to get the avatars to move similar fashion to all clients. Issue atm is that I can read the head ...
joonasj's user avatar
  • 101
0 votes
0 answers
52 views

i got the main camera following the players but once a player rotate to left or right the other player would do it too at the same time. I noticed that the event happens on void Turning() (on the ...
RandomNoobDev's user avatar
1 vote
0 answers
258 views

I'm attempting to implement rollback networking for an FPS game right now, but I'm not entirely sure about how to proceed. From what I know, it is bad practice to send over client positions whenever ...
TakeMeHomeCountryRoads's user avatar
0 votes
0 answers
340 views

I'm trying make a multiplayer game, using Mirror, but can't get the health indicator to spawn. An error message appears: Send command attempted while NetworkClient is not ready. ...
Iya's user avatar
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0 votes
0 answers
146 views

I am using Mirror's Scene Interest Management. I am creating a server only then in another instance joining as client. My player loads into the scene and then the enemy spawner begins to spawn enemies....
pizzarob's user avatar
  • 101

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