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#1 Open Source Unity Networking Library
Another fucking c# Steamworks implementation
Quick Overview
Mirror is a high-performance, feature-rich, and easy-to-use networking library for Unity. It provides a simple and flexible API for building networked games and applications, with support for a wide range of networking protocols and features.
Pros
- Flexible and Extensible: Mirror offers a modular design that allows developers to easily extend and customize the library to fit their specific needs.
- Cross-Platform Support: The library supports a wide range of platforms, including desktop, mobile, and web-based applications.
- High Performance: Mirror is designed for high-performance networking, with features like reliable and unreliable message delivery, flow control, and congestion control.
- Active Development and Community: The project has an active community of contributors and is regularly updated with new features and bug fixes.
Cons
- Steep Learning Curve: While the library provides a simple and intuitive API, the underlying networking concepts can be complex and may require a significant amount of time to learn.
- Limited Documentation: The project's documentation, while generally good, could be more comprehensive and easier to navigate.
- Dependency on Unity: Mirror is tightly integrated with the Unity game engine, which may limit its use in non-Unity projects.
- Potential Performance Issues: While Mirror is designed for high performance, some users have reported performance issues in certain scenarios, particularly with large-scale networked applications.
Code Examples
Here are a few examples of how to use Mirror in your Unity project:
Defining a NetworkBehaviour
public class PlayerController : NetworkBehaviour
{
[Command]
public void CmdMovePlayer(Vector3 position)
{
transform.position = position;
}
[ClientRpc]
void RpcDoSomething()
{
// Code to be executed on all clients
}
}
This example shows how to define a NetworkBehaviour
class, which is the base class for all networked game objects in Mirror. The class includes two methods, CmdMovePlayer
and RpcDoSomething
, which demonstrate the use of command and RPC (remote procedure call) attributes to control the flow of execution between the server and clients.
Registering a NetworkBehaviour
public class MyNetworkManager : NetworkManager
{
public override void OnServerAddPlayer(NetworkConnectionToClient conn)
{
base.OnServerAddPlayer(conn);
// Instantiate a new player game object and assign it to the connection
GameObject player = Instantiate(playerPrefab, Vector3.zero, Quaternion.identity);
NetworkServer.AddPlayerForConnection(conn, player);
}
}
This example shows how to register a NetworkBehaviour
with the NetworkManager
class, which is responsible for managing the overall network state and lifecycle. The OnServerAddPlayer
method is overridden to instantiate a new player game object and assign it to the new connection.
Sending and Receiving Messages
[Command]
public void CmdSendMessage(string message)
{
RpcDisplayMessage(message);
}
[ClientRpc]
void RpcDisplayMessage(string message)
{
Debug.Log(message);
}
This example demonstrates how to send and receive messages between the server and clients using command and RPC attributes. The CmdSendMessage
method is marked as a command, which means it can be called by a client and executed on the server. The RpcDisplayMessage
method is marked as an RPC, which means it can be called by the server and executed on all connected clients.
Getting Started
To get started with Mirror, follow these steps:
- Install the Mirror package in your Unity project.
- Create a new
NetworkManager
object in your scene and configure it with your desired settings. - Define your
NetworkBehaviour
classes, which will represent the networked game objects in your application. - Implement the necessary command and RPC methods to handle user input, game state updates, and other network-related functionality.
- Test your application by running it in the Unity editor or building it for your target platforms.
For more detailed instructions and documentation, please refer to the Mirror GitHub repository.
Competitor Comparisons
#1 Open Source Unity Networking Library
Pros of Mirror
- Actively maintained and regularly updated with new features and bug fixes
- Extensive documentation and community support
Cons of Mirror
- Larger codebase and more complex to set up compared to other networking solutions
- Steeper learning curve for beginners
Code Comparison
Mirror
public class MyNetworkBehaviour : NetworkBehaviour
{
[Command]
public void CmdDoSomething()
{
RpcDoSomething();
}
[ClientRpc]
void RpcDoSomething()
{
// Do something on all clients
}
}
Mirror
public class MyNetworkBehaviour : NetworkBehaviour
{
[Command]
public void CmdDoSomething()
{
RpcDoSomething();
}
[ClientRpc]
void RpcDoSomething()
{
// Do something on all clients
}
}
Another fucking c# Steamworks implementation
Pros of Facepunch.Steamworks
- Provides a comprehensive set of Steam-related functionality, including support for Steam Networking, Steam Matchmaking, and Steam Leaderboards.
- Actively maintained and updated to keep up with the latest Steam API changes.
- Offers a well-documented and easy-to-use API for integrating Steam features into your game or application.
Cons of Facepunch.Steamworks
- Primarily focused on Steam integration, so it may not be the best choice if you need a more general-purpose networking solution.
- Requires a Steam account and a Steam game to use, which may not be suitable for all projects.
- The library is relatively large and may add significant overhead to your project, especially if you only need a subset of the available features.
Code Comparison
MirrorNetworking/Mirror
public class MyNetworkBehaviour : NetworkBehaviour
{
[Command]
public void CmdDoSomething(int value)
{
RpcDoSomething(value);
}
[ClientRpc]
void RpcDoSomething(int value)
{
Debug.Log($"Received value: {value}");
}
}
Facepunch.Steamworks
public class SteamManager : MonoBehaviour
{
private void Start()
{
SteamClient.Init();
SteamNetworking.OnP2PDataReceived += OnP2PDataReceived;
}
private void OnP2PDataReceived(ulong steamId, int channel, byte[] data, uint size)
{
// Handle received data
}
}
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Mirror Networking
The #1 free open source game networking library for Unity 2019 / 2020 / 2021 / 2022 LTS.
Used in production by major hits like Population: ONE and many more.
Originally based on UNET: battle tested since 2014 for 10 years and counting!
Mirror is stable, modular & easy to use for all types of games, even small MMORPGs ð®.
Made in ð©ðªðºð¸ð¬ð§ð¸ð¬ð¹ð¼ with â¤ï¸.
Features
Mirror comes with a wide variety of features to support all game genres.
Many of our features quickly became the norm across all Unity netcodes!
Feature | Description | Status |
---|---|---|
ð Transports | UDP, TCP, Websockets, Steam, Relay and more. | Stable |
ðª Interest Management | Spatial Hashing & Distance Checker to partition the world. | Stable |
âï¸ SyncDirection | Server & Client Authority - per component with one click. | Stable |
ð Latency Simulation | Simulate latency, packet loss & jitter locally. | Stable |
𧲠Batching | Minimize message overhead via batching automatically. | Stable |
ð RPCs & SyncVars | Synced vars and remote function calls built in & safe. | Stable |
ð ââï¸Allocation Free | Free of runtime allocations and no GC (except Transports). | Stable |
ð Transform & Physics | Transform & Physics sync built in. | Stable |
ð©âð¼ Child Components | Put networked components on anything. | Stable |
ðªï¸ IL Post Processing | Zero overhead [Rpcs] and [Commands] via IL post processing! | Stable |
âï¸ Two Click Hosting | (Optional) Build & Push directly from Unity Editor to the Cloud. | Preview |
ð Snapshot Interp. | Perfectly smooth movement for all platforms and all games. | Stable |
ð Prediction | Simulate Physics locally & apply server corrections. | Researching |
ð« Lag Compensation | Roll back state to see what the player saw during input. | Beta |
ð§ââï¸ General Purpose | Mirror supports all genres for all your games! | |
ð§ââï¸ Stable API | Long term (10 years) stability instead of new versions! | |
ð¬ Battle Tested | Mirror serves over 100 million players. It just works! | |
ð´ Free & Open Source | MIT licensed without any restrictions to minimize risk! | |
â¤ï¸ Community | Join our Discord with nearly 15.000 developers world wide! | |
ð§ð»ââï¸ Long Term Support | Maintained since 2014 with optional LTS version! | |
ð Encryption | Secure communication with end-to-end encryption. | Preview |
ð Bitpacking | Optimized compression (bools as 1 bit etc.) | Researching |
Architecture
The Server & Client are ONE project in order to achieve maximum productivity.
Simply use NetworkBehaviour instead of MonoBehaviour.
Making multiplayer games this way is fun & easy:
public class Player : NetworkBehaviour
{
// Synced automatically
[SyncVar] public int health = 100;
// Lists, Dictionaries, Sets too
SyncList<Item> inventory = new SyncList<Item>();
// Server/Client-only code
[Server] void LevelUp() {}
[Client] void Animate() {}
void Update()
{
// isServer/isClient for runtime checks
if (isServer) Heal();
if (isClient) Move();
}
// Zero overhead remote calls
[Command] void CmdUseItem(int slot) {} // Client to Server
[ClientRpc] void RpcRespawn() {} // Server to all Clients
[TargetRpc] void Hello() {} // Server to one Client
}
There's also NetworkServer & NetworkClient.
And that's about it ð¤©
Free, Open Source & Community Focused
Mirror is free & open source (MIT Licensed).
ðº "Free" as in free beer, and freedom to use it any way you like.
- Host Game Servers anywhere!
- Customize anything freely!
- No paywalls, no CCU costs, no strings attached!
ð¤ We are a team of professional game developers, who are paid to use Mirror in production. Our incentives will always align with the community, because we are Mirror users just like you!
â¤ï¸ Our fantastic community of over 14,000 users contributes feedback & improvements every day. Please join us on our journey, help others, and consider a Donation if you love our work!
The top quote is from Fitzcarraldo, which is quite reminiscent of this project.
Getting Started
Get Unity 2019 / 2020 / 2021 / 2022 LTS, Download Mirror, open one of the examples & press Play!
Check out our Documentation to learn how it all works.
If you are migrating from UNET, then please check out our Migration Guide.
Mirror LTS (Long Term Support)
Mirror LTS is available on the Asset Store.
Mirror LTS gives you peace of mind to run your game in production. Without any breaking changes, ever!
- Bug fixes only.
- Consistent API: update any time, without any breaking features.
- Lives along side Unity 2019/2020/2021 LTS.
- Supported for two years at a time.
Made with Mirror
Population: ONE
The BigBoxVR team started using Mirror in February 2019 for what eventually became one of the most popular Oculus Rift games.
In addition to 24/7 support from the Mirror team, BigBoxVR also hired one of our engineers.
Population: ONE was acquired by Meta in June 2021, and they've just released a new Sandbox addon in 2022!
Zooba
Wildlife Studio's hit Zooba made it to rank #5 of the largest battle royal shooters in the U.S. mobile market.
The game has over 100 million downloads on Google Play, with Wildlife Studios as one of the top 10 largest mobile gaming companies in the world.
Swarm VR
SWARM is a fast-paced, arcade-style grapple shooter, with quick sessions, bright colorful worlds and globally competitive leaderboards that will take you back to the glory days of Arcade Games.
Available for the Meta Quest, made with Mirror.
Castaways
Castaways is a sandbox game where you are castaway to a small remote island where you must work with others to survive and build a thriving new civilization.
Castaway runs in the Browser, thanks to Mirror's WebGL support.
Nimoyd
Nudge Nudge Games' first title: the colorful, post-apocalyptic open world sandbox game Nimoyd is being developed with Mirror.
Soon to be released for PC & mobile!
Unleashed
From original devs of World of Warcraft, Kingdoms of Amalur, and EverQuest comes a new family friendly fantasy adventure. Fight against the forces of darkness, explore a world consumed by wild magic, and build a stronghold with your friends to increase your power in a new world.
Lead by industry veterans Brian Birmingham & Irena Pereira, Unleashed is developing their next gen adventure game made with Mirror!
Follow them on X: https://twitter.com/UnleashingGames/
Dinkum
Set in the Australian Outback, Dinkum is a relaxing farming & survival game. Made by just one developer, Dinkum already reached 1000+ "Overwhelmingly Positive" reviews 1 week after its early access release.
James Bendon initially made the game with UNET, and then switched to Mirror in 2019.
A Glimpse of Luna
A Glimpse of Luna - a tactical multiplayer card battle game with the most beautiful concept art & soundtrack.
Made with Mirror by two brothers with no prior game development experience.
Havoc
Havoc is a tactical team-based first-person shooter with a fully destructible environment and a unique art style. Havoc has been one of our favorite made-with-Mirror games for a few years now, and we are excited to finally see it up there on Steam.
Sun Haven
Sun Haven - A beautiful human town, a hidden elven village, and a monster city filled with farming, magic, dragons, and adventure.
After their successful Kickstarter, Sun Haven was released on Steam in 2021 and later on ported to Mirror in 2022.
A Township Tale
A Township Tale is an immersive VR experience, where you can build towns and explore worlds with your friends.
Made with our KCP transport, available on the Meta Quest Store with over 6000+ ratings.
Inferna
One of the first MMORPGs made with Mirror, released in 2019.
An open world experience with over 1000 CCU during its peak, spread across multiple server instances.
Samutale
A sandbox survival samurai MMORPG, originally released in September 2016.
Later on, the Netherlands based Maple Media switched their netcode to Mirror.
Another Dungeon
Pixel Art Dungeon MMORPG reaching 5000 CCU at peak times.
Originally developed as a single-player idle game, it underwent a transition to an MMORPG three months before release thanks to Mirror!
Untamed Isles
The turn based, monster taming MMORPG Untamed Isles is currently being developed by Phat Loot Studios.
After their successful Kickstarter, the New Zealand based studio is aiming for a 2022 release date.
Portals
Animal Crossing meets Yakuza meets Minecraft â a city builder with a multiplayer central hub. Gather, trade and build â all in the browser!
SCP: Secret Laboratory
Northwood Studios' first title: the multiplayer horror game SCP: Secret Laboratory was one of Mirror's early adopters.
Released in December 2017, today it has more than 140,000 reviews on Steam.
Naïca Online
Naïca is a beautiful, free to play 2D pixel art MMORPG.
The France based team was one of Mirror's early adopters, releasing their first public beta in November 2020.
Laurum Online
Laurum Online - a 2D retro mobile MMORPG with over 500,000 downloads on Google Play.
Empires Mobile
Empires Mobile - Retro mobile MMORPG for Android and iOS, reaching 5000 CCU at times. Check out their video for some early MMORPG nostalgia.
Overpowered
Overwpowered, the exciting new card game that combines strategy, myth, and fun into one riveting web-based experience. Launched in 2023, made with Mirror!
And many more...
Modular Transports
Mirror uses KCP (reliable UDP) by default, but you may use any of our community transports for low level packet sending:
- (built in) KCP: reliable UDP
- (built in) Telepathy: TCP
- (built in) 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
Benchmarks
- [2022] mischa 400-800 CCU tests
- [2021] Jesus' Benchmarks
- [2019] uMMORPG 480 CCU (worst case)
Development & Contributing
Mirror is used in production by everything from small indie projects to million dollar funded games that will run for a decade or more.
We prefer to work slow & thoroughly in order to not break everyone's games ð.
Therefore, we need to KISS ð.
Information Security
Mirror-Networking follows common information security industry standards & best practices.
Mirror is free open source software (MIT Licensed), with over 80% test coverage. The company is located in Germany. We do not collect any user data, impose no restrictions on users & developers, or rely on any closed source dependencies other than Unity.
This makes Mirror an attractive choice for government agencies and large corporations with strict information security requirements.
Feel free to reach out to business [at] mirror-networking.com if you have any questions, or need to review any of our policies:
- Development best Practices and SDLC.pdf
- Disaster Recovery Procedure.pdf
- Document Retention and Destruction Policy.pdf
- Encryption Policy.pdf
- Information Security Guidelines.pdf
- Privacy Policy
- Security Policy
- Vulnerability Management Policy.pdf
Please reach out if you decide to use Mirror.
We are excited to hear about your project, and happy to help if needed!
Incident Response & Bug Bounty
A lot of projects use Mirror in production. If you found a critical bug / exploit in Mirror core, please follow the steps outlined in our Security Policy.
Credits / past findings / fixes:
- 2020, fholm: fuzzing ConnectMessage to stop further connects [#2397]
- 2023-04-05: IncludeSec: kcp2k UDP spoofing [#3286]
- 2023-06-27: James Frowen: ClientToServer [SyncVar] allocation attacks
Credits & Thanks ð
ðª Alexey Abramychev (UNET)
ðª Alan
ðª c6burns
ðª Coburn
ðª cooper
ðª FakeByte
ðª fholm
ðª Gabe (BigBoxVR)
ðª imer
ðª James Frowen
ðª JesusLuvsYooh
ðª Mischa
ðª Mr. Gadget
ðª NinjaKickja
ðª Paul Pacheco
ðª Sean Riley (UNET)
Top Related Projects
#1 Open Source Unity Networking Library
Another fucking c# Steamworks implementation
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