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2025-12-02 18:48:32 +08:00
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Tanks demo, running on Mirror's new Hybrid sync.
In other words, Unreliable sync for NetworkTransform etc.
Note that while Mirror now has hybrid sync baked into the core,
we didn't adapt the Weaver yet. Which means that [SyncVar]s don't work with Hybrid sync yet.
Still need to use OnSerialize/OnDeserialize manually for now.

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using UnityEngine;
namespace Mirror.Examples.TanksHybrid
{
public class Projectile : NetworkBehaviour
{
public float destroyAfter = 2f;
public Rigidbody rigidBody;
public float force = 1000f;
public override void OnStartServer()
{
Invoke(nameof(DestroySelf), destroyAfter);
}
// set velocity for server and client. this way we don't have to sync the
// position, because both the server and the client simulate it.
void Start()
{
rigidBody.AddForce(transform.forward * force);
}
// destroy for everyone on the server
[Server]
void DestroySelf()
{
NetworkServer.Destroy(gameObject);
}
// ServerCallback because we don't want a warning
// if OnTriggerEnter is called on the client
[ServerCallback]
void OnTriggerEnter(Collider other)
{
Debug.Log("Hit: " + other.name);
if (other.transform.parent.TryGetComponent(out Tank tank))
{
--tank.health;
if (tank.health == 0)
NetworkServer.RemovePlayerForConnection(tank.netIdentity.connectionToClient, RemovePlayerOptions.Destroy);
DestroySelf();
}
}
}
}

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using UnityEngine;
using UnityEngine.AI;
namespace Mirror.Examples.TanksHybrid
{
public class Tank : NetworkBehaviour
{
[Header("Components")]
public NavMeshAgent agent;
public Animator animator;
public TextMesh healthBar;
public Transform turret;
[Header("Movement")]
public float rotationSpeed = 100;
[Header("Firing")]
public KeyCode shootKey = KeyCode.Space;
public GameObject projectilePrefab;
public Transform projectileMount;
[Header("Stats")]
public int health = 5; // not [SyncVar] because Weaver doesn't work with Hybrid yet. instead we sync it manually below.
int lastHealth = 5;
// naming for easier debugging
public override void OnStartClient()
{
name = $"Player[{netId}|{(isLocalPlayer ? "local" : "remote")}]";
}
public override void OnStartServer()
{
name = $"Player[{netId}|server]";
}
void Update()
{
// manual setdirty test
if (health != lastHealth)
{
SetDirty();
lastHealth = health;
}
// always update health bar.
// (SyncVar hook would only update on clients, not on server)
healthBar.text = new string('-', health);
// take input from focused window only
if(!Application.isFocused) return;
// movement for local player
if (isLocalPlayer)
{
// rotate
float horizontal = Input.GetAxis("Horizontal");
transform.Rotate(0, horizontal * rotationSpeed * Time.deltaTime, 0);
// move
float vertical = Input.GetAxis("Vertical");
Vector3 forward = transform.TransformDirection(Vector3.forward);
agent.velocity = forward * Mathf.Max(vertical, 0) * agent.speed;
animator.SetBool("Moving", agent.velocity != Vector3.zero);
// shoot
if (Input.GetKeyDown(shootKey))
{
CmdFire();
}
RotateTurret();
}
}
// this is called on the server
[Command]
void CmdFire()
{
GameObject projectile = Instantiate(projectilePrefab, projectileMount.position, projectileMount.rotation);
NetworkServer.Spawn(projectile);
RpcOnFire();
}
// this is called on the tank that fired for all observers
[ClientRpc]
void RpcOnFire()
{
animator.SetTrigger("Shoot");
}
//[ServerCallback]
//void OnTriggerEnter(Collider other)
//{
// if (other.GetComponent<Projectile>() != null)
// {
// --health;
// if (health == 0)
// NetworkServer.Destroy(gameObject);
// }
//}
void RotateTurret()
{
Ray ray = Camera.main.ScreenPointToRay(Input.mousePosition);
if (Physics.Raycast(ray, out RaycastHit hit, 100))
{
Debug.DrawLine(ray.origin, hit.point);
Vector3 lookRotation = new Vector3(hit.point.x, turret.transform.position.y, hit.point.z);
turret.transform.LookAt(lookRotation);
}
}
// Health is serialized/deserialized manually.
// setting the component to SyncMethod=Unreliable automatically takes care of the rest.
public override void OnSerialize(NetworkWriter writer, bool initialState)
{
// Debug.LogWarning($"Tank {name} OnSerialize {(initialState ? "full" : "delta")} health={health}");
writer.WriteInt(health);
}
public override void OnDeserialize(NetworkReader reader, bool initialState)
{
health = reader.ReadInt();
// Debug.LogWarning($"Tank {name} OnDeserialize {(initialState ? "full" : "delta")} health={health}");
}
}
}

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