Mirror-based multiplayer helpers for NeoxiderTools. The module keeps package gameplay code usable in offline projects while enabling network synchronization when Mirror is installed.
| 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 |
| 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. |
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.
- 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
NetworkPropertySyncfor simple state, and dedicated networked components for durable or security-sensitive game state.