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Allows you to send messages between a Client and Server so you dont have to handle byte arrays.
Runs with NetworkManager
Since you cannot have two NetworkManagers running in the same scene. If you want a way to communicate/manage players as they connect/disconnect from servers you will need an always on connection to a MasterServer. Just tracking connectionId or even IP will not be enough.
ProcessSpawners to build/destroy GameSevers
You dont want to manually spawn and destroy games right? A process spawner will handle all of that. It can handle messages from players or other servers.
MasterServer architecture
Provides support for horizontal scaling. You can setup many virtual servers that all report back to a central authority. Can also be used to provide load balancing.
MatchMaking
Group players into a queue. Spawn a game for those players.
Notes:
-Insight uses Telepathy by default for examples. All Mirror capable transports should* work.
-Insight will use Port 7000 and Mirror (NetworkManager) will use port 7777+ for examples.
Consolation is attached for visual debugging. It can be activated by pressing the ` tilde key. It should be removed before you release your game as it does eat up some resources.