Questions tagged [unity3d-mirror]
Use this tag for questions about Mirror Networking, a networking API for Unity. It serves as a replacement for the deprecated UNet library.
unity3d-mirror
128
questions
0
votes
0
answers
23
views
need help getting an SSL cert for AWS GameLift
I'm new to AWS and currently working on integrating Amazon GameLift with my game, which uses Unity and Mirror for WebGL. I have a few questions regarding SSL certificates:
Do I need to obtain an SSL ...
0
votes
0
answers
28
views
On Unity3D Mirror Networking, how to implement Additive Scenes without Changing and Unloading Scenes on Clients?
My Use Case:
I have a set of scenes that are effectively rooms in a dungeon. I want to load them all on both host and client. In the future, I want to implement interactivity across rooms (e.g. a wall ...
0
votes
0
answers
55
views
Is it possible to run Steamworks.NET on mobile devices using Mirror?
I'm currently developing a multiplayer game in Unity using Mirror and I'm facing some issues on how games are hosted. To cut costs down I'm going for a P2P model, so one person hosts the game and ...
0
votes
0
answers
29
views
Cannot sync non-player objects in Unity mirror
i am making a multiplayer game using Mirror, the premise of this action is simple :
if a player walks in front of a patrolling enemy, the enemy will start following the player, in a single player ...
1
vote
1
answer
250
views
How to change a server variable on behalf of the client (unity mirror)
I made this shooting code via raycast
void Shoot()
{
if (isServer)
{
s_Shoot();
}
else
{
c_Shoot();
}
}
[Server]
void s_Shoot()
{
RaycastHit hit;
...
1
vote
1
answer
64
views
Synchronizing a Drag & Drop Door across the server[Unity - Mirror]
Been battling around this problem for the past hours. I've made a door like the one in Phasmofobia, you can hold MB1 and drag to open it or close it. The problem is that I am making a multiplayer game ...
0
votes
1
answer
33
views
Input.mousePosition being returnd by both client and server
Giving this code:
using Mirror;
using UnityEngine;
using Vector3 = UnityEngine.Vector3;
public class InteractableObject : NetworkBehaviour
{
public float offsetHeight = 0.2f;
private bool ...
0
votes
1
answer
500
views
Running Unity Hub behind the proxy
I am struggling to run the Unity 3D behind the proxy. Has any one got any success in doing so.
The issue could be due to firewall or zscaler certificates but Unity 3D doesn't provide any way to ...
0
votes
0
answers
71
views
How can I synchronize an object in Mirror
I'm doing a multiplayer project in unity3d
using "MIRROR" and the player's body turns up and down as in Rust, Tarkov, DayZ.
And during the multiplayer session, the body is not synchronized, ...
0
votes
1
answer
30
views
Server function doesn't appear to be running on Server
I have a 2 player game that runs in a host-client setup that has a startup sequence that should only be run when both players are connected.
public class NetworkGovernor : NetworkManager
{
public ...
0
votes
1
answer
85
views
Does Unity Mirror have any integrated timers?
I'm making a multiplayer game on Unity with Mirror, and I want to add a timer (if it equals 0 then game ends).
Does Mirror have any integrated timers? Maybe I need do it myself.
0
votes
1
answer
184
views
CharacterMovement::CmdFight() called on NetworkCharacterContainer without authority error
I have been creating a multiplayer game using Mirror. I have coded an entire Fight function, and I turned it to a command function since i want it to be run on a server (because I think it's easier to ...
1
vote
0
answers
414
views
How to apply damage to another player with Mirror Network (Unity)?
I am working on 3D multiplayer game with Mirror Engine and looking for the solution of following issues:
I have a prefab "Vampire" which is spawned on server by different clients. When one ...
0
votes
0
answers
351
views
Mirror Error: "TargetRPC {functionFullName} can't be sent because it was given a null connection. Make sure {name} is owned by a connection
enter image description here
public void CmdCreateSelection()
{
List<GameObject> myLocalList = new();
for (int i = 0; i < cardsPrefab.Count; i++)
{
...
0
votes
2
answers
227
views
There is no Steam Manager Component in FizzySteamWorks
!SteamManager.Initialized produces an error saying that SteamManager is not a thing.
Plz help thank you very much