Mirror Network Library | Description

This article is the above, next article: Mirror network library | Practical combat

1. Introduction

  • Based on UNET, it has been tested in practice for 9 years since 2014;
  • The server and client are one project;
  • Use NetworkBehaviour instead of MonoBehaviour, as well as NetworkServer and NetworkClient;
  • Mirror LTS coexists with Unity LTS and is supported for two years at a time. Only bugs are fixed and a consistent API is provided;
  • Stable, modular and easy to use;
  • Used in: Oculus Rift, Meta Quest, Steam, PC, Android, iOS, WebGL;
  • Does not rely on any closed source dependencies other than Unity;
  • Used under MIT license

2. Characteristics

Modular network protocol transport components
use KCP by default, but it is possible to use transport components from the community for low-level packet sending:

built in Name for
KCP reliable UDP
Telepathy TCP
WebSockets Websockets
× Ignorance ENET UDP
× LiteNetLib UDP
× FizzySteam SteamNetwork
× FizzyFacepunch SteamNetwork
× Epic Relay Epic Online Services
× Bubble Apple GameCenter
× Light Reflective Mirror Self-Hosted Relay
× Oculus P2P Oculus Platform Service

3. Code

This is just a quick overview, please see the source code for specific implementation details. If there is any misunderstanding, please point it out.Please add image description

PS:

  • Based on v81.3.0 of the original warehouse
  • There is no special explanation in the Editor part, just read the code by yourself
  • Some actual cases of Examples will be explained in the next article.

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Origin blog.csdn.net/itsxwz/article/details/132181380