Mirror Networking Multiplayer
Mirror (formerly UNET) is a networking library for multiplayer games. You synchronize game state across players, handle lag compensation, and maintain game consistency. Used by indie game studios and some mid-tier publishers. Senior practitioners earn 120-180k USD. Mastery takes 12-16 weeks. It's a specialized skill (only 2-5% of game devs know multiplayer networking deeply). Growing demand from indie game boom and metaverse projects. A single multiplayer game with 100K concurrent players = team of 5-10 networking engineers.
什麼是 Mirror Networking Multiplayer
Mirror is an open-source networking library for multiplayer games in Unity. You define network objects (players, NPCs, items), mark them for synchronization, and Mirror handles distributing state changes across players. Example: when player A moves right, Mirror detects the change, sends to server, server broadcasts to all other players. Architecture options: client-server (single source of truth = server) or peer-to-peer (distributed). Client-server is more secure (server validates all actions), peer-to-peer is lower latency (direct player connection).
📋 開始之前
💰 各地區薪資
| 地區 | 初級 | 中級 | 高級 |
|---|---|---|---|
| USA | $85,000 | $145,000 | $240,000 |
| UK | £55,000 | £95,000 | £160,000 |
| EU | €60,000 | €105,000 | €175,000 |
| CANADA | CA$95,000 | CA$160,000 | CA$265,000 |
❓ 常見問題
What's the difference between client-server and peer-to-peer?
How do I handle latency and lag?
How many players can Mirror support?
What's the performance budget for networking?
How do I prevent cheating?
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