Mirror includes several small examples to help you learn how to use various features and how to set things up so they work together. Only a select few have documentation pages, check the Mirror/Examples directory for more examples of how to use Mirror.
- Pong A simple example for "How to build a multiplayer game with Mirror" is Pong. It illustrates the usage of
NetworkManagerHUD, NetworkBehaviour, NetworkIdentity,
NetworkStartPositionand various Attributes.
- The Additive Levels example demonstrates using Additive Scenes as levels with Scene Interest Management, custom scene loading with a fade transition, and teleporting the player from one scene to another via respawning.
- Additive Scenes The Additive Scenes example demonstrates a server additively loading a sub-scene into a main scene at startup, and having a server-only trigger that generates a message to any client whose player enters the trigger zone to also load the sub-scene, and subsequently unload it when they leave the trigger zone. Only players inside the trigger zone can see the objects in the sub-scene. Network Proximity Checker components are key to making this scenario work.
- Multiple Additive Scenes The Multiple Concurrent Additive Scenes example demonstrates a server additively loading multiple instances of a sub-scene into a main scene at startup, with physics separation, and assigning players to the instances to play matches independently. NetworkSceneChecker is the key component that makes this example work.
- Room System The Room System example demonstrates how to set up a "staging" scene where players assemble before starting a match. When all players are ready, the server sends them all a message to change scenes (along with the server itself) to the actual game play scene so they all come in at once. Includes fully playable game with a character controller where players collect server-spawned prizes for score.