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Network

Mirror-based multiplayer helpers for NeoxiderTools. The module keeps package gameplay code usable in offline projects while enabling network synchronization when Mirror is installed.

Main entry points

Component / file Docs
Scripts/Network/Core/NeoNetworkComponent.cs NeoNetworkComponent
Scripts/Network/Core/NeoNetworkManager.cs NeoNetworkManager
Scripts/Network/Core/NetworkActionRelay.cs NetworkActionRelay
Scripts/Network/Core/NetworkContextActionRelay.cs NetworkContextActionRelay
Scripts/Network/Core/NetworkOwnerFilter.cs NetworkOwnerFilter
Scripts/Network/Core/NetworkPropertySync.cs NetworkPropertySync
Scripts/Network/Core/NetworkSingleton.cs NetworkSingleton
Scripts/Network/Player/NeoNetworkPlayer.cs NeoNetworkPlayer
Scripts/Network/Spawner/NeoNetworkSpawner.cs NeoNetworkSpawner
Scripts/Network/Lobby/*.cs Lobby, NeoNetworkDiscovery, NeoLobbyManager, NeoLobbyPlayer

Guides

Page Purpose
Multiplayer Guide Setup flow for Mirror, NeoNetworkManager, scene-player templates, and common no-code sync patterns.
NoCode Network Spec Rules for building networked no-code components.

Diagnostics

Runtime Log and Warning output in package code goes through NetworkDiagnostics and is disabled by default. Enable NetworkDiagnostics.RuntimeLogsEnabled or NetworkDiagnostics.RuntimeWarningsEnabled only while debugging; component-level verbose toggles (Debug Lifecycle Log, Verbose Logging) still print explicitly requested diagnostics.

Usage notes

  • Install Mirror only when the project needs multiplayer.
  • Keep offline gameplay paths working; network components should bridge state, not own the game rule.
  • Prefer explicit ownership checks for player actions.
  • Use NetworkPropertySync for simple state, and dedicated networked components for durable or security-sensitive game state.

Related docs