Upgrading To Fish-Networking
Moving to Fish-Networking will vary depending on which previous networking solution you are coming from. With other solutions changing their API so regularly it may be difficult to keep transition information up to date but we will try our best.
If you encounter any questions we welcome you on our Discord at https://discord.gg/NqzSEqR, where our helpful community can get you started.
Leaving Mirror Networking
More information will be added as it becomes available.
Always backup before making large changes. Having another copy of your project to reference during the upgrade is a great idea!
Majority of these changes can be done by using quick replace within your IDE!
Mirror example conversion video:
https://www.youtube.com/watch?v=ZhEMh5RjEjs
Upgrade tool:
An upgrade tool is provided to help transition from Mirror to Fish-Net. The tool will replace several Mirror components with the like ones for Fish-Net. Note that while the components will be replaced the settings of your components will not be preserved. For best results keep a copy of your original project for reference until switching over.
Currently supported components are:
NetworkIdentity
NetworkProximityChecker
NetworkTransform/Child
NetworkAnimator
NetworkSceneChecker
Additional components from FirstGearGames Mirror Assets/Projects are supported:
FlexNetworkTransform/Child
FastProximityChecker
FlexNetworkAnimator
FlexSceneChecker
The upgrade tool requires scripting defines to function. These defines should be removed after running the upgrade tool.
MIRROR - for Mirror components.
FGG_ASSETS - for FirstGearGames assets.
FGG_PROJECTS - for FirstGearGames projects.
Before running the upgrade tool you will likely need to remove a few files. If using FirstGearGames Mirror assets or projects, delete any of the demo folders included for those assets and projects.
In addition, any scripts requiring component NetworkIdentity will need to have the declaring line removed.
Component changes:
NetworkIdentity
NetworkObject
Changing out components can be a tedious task. Save time by using Window -> Fish-Networking -> Upgrading -> From Mirror -> Replace Components. This will swap out most components for you.
Mirror and Fish-Networking must be within your project to run the operation mentioned. Afterwards you may remove Mirror.
NetworkBehaviour property renames:
Each IsServer, IsClient, etc option has two varieties: Initialized and Started.
Initialized means the object has been marked as ready for network use by the side (eg: client or server). Started means the client or server socket is connected, but does not mean the object has been initialized for network use yet.
When converting from Mirror you will most likely want to use Initialized.
hasAuthority
IsOwner
isLocalPlayer removed, use IsOwner instead.
isClient
IsClientInitialized
isClientOnly
IsClientOnlyInitialized
isServer
IsServerInitialized
isServerOnly
IsServerOnlyInitialized
connectionToClient
Owner
Can be used on client.
connectionToServer
LocalConnection
netId
ObjectId
NetworkBehaviour callbacks: callbacks such as OnStartClient for the most part are the same in Fish-Networking. Some of the callbacks do provide additional information which is not available within Mirror's callbacks. There are also several new callbacks to use. For a complete guide on using Fish-Networking callbacks click here.
Remote Procedure Call renames: see Remote Procedure Calls for enhanced features and usage related to RPCs.
[Command]
[ServerRpc]
[TargetRpc]
[TargetRpc]
First parameter must be a NetworkConnection
[ClientRpc]
[ObserversRpc]
RPCs within Fish-Networking has many advantages over Mirror; see Remote Procedure Calls for more information.
Mirror uses several singletons while Fish-Networking uses an anti-singleton design. There are still easy ways to access similar features. All of the same access can be returned from the NetworkObject component, as well by using InstanceFinder.
Manager renames: all of these may also be found within the NetworkManager.
NetworkManager
NetworkManager
Unchanged.
NetworkServer
ServerManager
NetworkClient
ClientManager
TransportManager
Fish-Networking only.
TimeManager
Fish-Networking only.
SceneManager
Fish-Networking only.
Switching from Mirror.NetworkManager: the NetworkManager in Mirror features several overrides for state changes, such as when clients connect, disconnect, server start or stop, scene changes, and more.
Fish-Networking instead uses sealed managers with events. To mimic the NetworkManager of Mirror create a new MonoBehaviour and place it on your NetworkManager object. Instead of using overrides subscribe to your needed events from each appropriate Fish-Networking manager.
ServerChangeScene
OnServerChangeScene
OnServerSceneChanged
ClientChangeScene
OnClientChangeScene
OnClientSceneChanged
SceneManager.OnLoadEnd
SceneManager.OnClientPresenceChangeEnd
See SceneManager guide for more information.
OnServerReady
SceneManager.OnClientLoadedStartScenes
OnServerConnect
OnServerDisconnect
Servermanager.OnRemoteConnectionState
OnServerAddPlayer
OnClientNotReady
OnStartHost
OnStopHost
Not needed.
OnStartServer
OnStopServer
OnServerError
ServerManager.OnServerConnectionState
OnStartClient
OnStopClient
OnClientConnect
OnClientDisconnect
OnClientError
ClientManager.OnClientConnectionState
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