Unity Mirror sample
Explore a deprecated sample project demonstrating Relay integration with the Mirror Networking API.
Read time 7 minutesLast updated 14 hours ago
Welcome to the Unity Mirror sample project! This project demonstrates using the Unity Transport Package (UTP) and Relay with the Mirror Networking API.
- The Unity Transport Package (UTP) is a low-level networking library that provides a connection-based abstraction layer over UDP sockets with optional functionality such as reliability, ordering, and fragmentation.
- Relay is a Unity service that facilitates securely connecting players by using a join code style workflow without the need for dedicated game servers or peer-to-peer communication.
- Mirror is a high-level networking library for the Unity Platform.
Assets/UTPTransportAssets/MirrorRequirements and limitations
The Unity Mirror sample has the following requirements:- A supported version of the Unity Editor. The sample project supports version 2020.3.
- A Unity Gaming Services (UGS) account
- Unity services
- Unity Relay
- Unity Transport Package (included with Relay)
- Unity Jobs
- Unity Authentication Service (UAS)
- Mirror Networking API v67.1.0
Limitations
This sample doesn't work with Multiplay Hosting out of the box. However, it's possible to adapt the sample to work with Multiplay Hosting. If you want to adapt the sample to use GSH, remember that Relay is a peer-to-peer-mimicking solution that fills the same space as GSH. As a result, it wouldn't make sense to use Relay and GSH together.Prerequisites
Before continuing, make sure you have all the prerequisites for using the sample project:- Create a Unity Dashboard project
- Enable the Relay service
- Install the Unity Editor (version 2020.3)
- Log into the Unity Editor
- Link the Unity Dashboard project to the Unity Editor
Sample architecture
The Unity Mirror Sample project has two distinct components: The game client and game server components use Unity and the Mirror Networking API.Game client
The game client is the executable that players run locally on their machine to connect to the game server and backend services. You can run the game client with Relay or without Relay.Game server
The game server is the build executable that runs the game server process. You can run the game server executable locally (for development) or host it with a service such as Multiplay Hosting for production.Guides
The following sections cover how to interact with, test, and adapt the sample project:- Install the project
- Test the sample project
- Adapt the sample project
- Use UTP Transport for Mirror in your project
Install the Mirror sample from the Asset Store
Complete the following steps to install the UTP Transport implementation from the sample project into your project. You can also get the sample project code from the repository on GitHub.- Go to the Mirror page in the Asset Store.
- Select Add to My Assets.
- Launch the Unity Editor.
- Import the following using the Package Manager:
- In the Package Manager, select My Assets > Mirror > Download/Import.
- Still in the Package Manager:
- Select Unity Registry.
- Search for the following package:
- For Unity 2022 LTS and later:
com.unity.services.multiplayer - For earlier versions of Unity:
com.unity.services.relay
- For Unity 2022 LTS and later:
- Select Install.
- In the Package Manager:
- Select + > Add package from git URL.
- Search for .
com.unity.jobs - Select Install.
- Copy the directory from the sample project into your project.
Assets\UTPTransport - Attach the component to your
Mirror.NetworkManager.GameObject - Attach the component to your
UTP.UtpTransport.GameObject - Assign the component to the
UTP.UtpTransportfield of theTransportcomponent.Mirror.NetworkManager - Remove the component automatically attached to your GameObject by Mirror.
kcp2k.KcpTransport
Test the sample project
To launch two instances of the sample project for testing purposes, complete the following steps:
- Open the sample project in the Unity Editor. The project supports Unity 2020.3.
- Select ParallelSync > Clones Manager from the editor dropdown. ParallelSync allows you to launch multiple editor instances of the same project.
- Select Add new clone.
- After you have created the clone, select Open in New Editor.
- Select Play in both editor instances.
- Select Auth Login on both editor instances. This authenticates with the Unity Authentication Service (UAS) for Relay.
- Select Standard Host to launch a server using the UTP transport.
- Select Client (without Relay) to connect to a server using the UTP transport.
- Select Relay Host to allocate a Relay server.
- Select Client (with Relay) to connect to a Relay server.
Cross-compile for Linux
You can cross-compile both the game client and game server executables for Linux through the Unity Editor:- Launch the Unity Hub, then select Installs.
- Select the gear next to version 2020.3.24f1.
- Select Add modules.
- Select the Linux Build Support (IL2CPP and Mono) module, then select Install.
- Launch the Unity Editor.
- Select File > Build Settings.
- Select Linux as the Target Platform.
- Select Server build to package a server build. Otherwise, select Build and choose a build location.
Run the game client
You can run the game client component locally as a standalone application or through the Unity Editor. To run the game client as a standalone application, select the game client executable through the file explorer or through a command-line interface. To run the game client through the Unity Editor:- Open the Unity Mirror sample project with the Unity Editor (version 2020.3).
- Select Play.
Run the game server
You can run the game server component locally through a command-line interface with the-serverRun the game client and game server together
You can run the game client and game server executables locally by running one as a standalone application and the other through the Unity Editor.
For example, to run the game server as a standalone application and the game client through the Unity Editor:
- Start the game server through the command-line interface.
- Append the argument to view logs in real-time.
-log - In the Unity Editor, select Start Client.
Adapt the sample project
The Unity Mirror sample project provides sample code for performing the following tasks:- Initialize the Mirror Network Manager
- Add Relay functionality
- Add UTP Transport functionality
- Tie everything together with a custom Network Manager
- Expose a GUI for testing
Initialize the Mirror Network Manager
TheNetworkManagerAssets/Mirror/Runtime/NetworkManager.csAdd Relay functionality
TheRelayNetworkManagerAssets/UTPTransport/RelayNetworkManager.csNetworkManager- Use join codes.
- Get Relay server information.
- Check for available Relay regions.
- Start the NetworkDriver as a host player.
- Join Relay servers.
- Connect using a join code.
Add UTP functionality
TheUtpTransportAssets/UTPTransport/UtpTransport.csMirror.Transport- Configure the client with a Relay join code
- Get an allocation from a join code
- Get Relay region
- Allocate a Relay server
Create a custom Network Manager
TheMyNetworkManagerAssets/Scripts/MyNetworkManager.csRelayNetworkManagerExpose a user interface
TheMenuUIAssets/Scripts/MenuUI.csMyNetworkManagerUse UTP Transport for Mirror in your project
This sample has a Unity Transport Package (UTP) transport for Mirror. You can use the code from this sample in your own project by following the instructions in the following sections.Migrate from an existing Transport to the UTP Transport
Complete the following steps if you are already using Mirror and want to migrate from one of the built-in Transports to the UTP Transport.- Launch the Unity Editor.
- Locate and open the scene containing the component.
Mirror.NetworkManager - Attach the component to your
UTP.UtpTransport.GameObject - Assign the component to the
UTP.UtpTransportfield of theTransportcomponent.Mirror.NetworkManager - Remove the existing component from your
Mirror.Transport.GameObject - Configure the parameters of the component, such as the port and log verbosity, to your satisfaction.
UTP.UtpTransport
Use Relay with UTP
If you want to use Relay, you must useUTP.RelayNetworkManagerMirror.NetworkManagerUTP.RelayNetworkManagerMirror.NetworkManagerAfter you are authenticated, you can usetry{ await UnityServices.InitializeAsync(); await AuthenticationService.Instance.SignInAnonymouslyAsync(); Debug.Log("Logged into Unity, player ID: " + AuthenticationService.Instance.PlayerId);}catch (Exception e){ Debug.LogError(e);}
UTP.RelayNetworkManager