Mirror includes several small examples to help you learn how to use various features and how to set things up so they work together.
Basic is what it sounds like...the most rudimentary baseline of a networked game. Features SyncVars updating random UI data for each player.
This is a simple scene with animated tanks, networked rigidbody projectiles, and NavMesh movement
A simple example for "How to build a multiplayer game with Mirror" is Pong. It illustrates the usage of NetworkManager, NetworkManagerHUD, NetworkBehaviour, NetworkIdentity, NetworkTransform, 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.
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.
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.