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MirageNet/Mirage

★ 567 · C# · MIT · updated Jun 2026

Easy to use high performance Network library for Unity 3d

Mirage is a hard fork of Mirror, the dominant Unity networking library, with a cleaner architecture and better defaults. It replaces Mirror's singleton-heavy, override-based design with an event-driven model and eliminates global static state so you can run multiple server/client instances in one process. Aimed at Unity devs building anything from co-op games to MMOs who've outgrown Mirror's design decisions.

No static singletons — NetworkTime lives on NetworkBehaviour, not a global, and you can host multiple server instances in the same process without hacks. ServerRpc return values via UniTask are genuinely useful; the async RPC pattern (await CmdBuyItem) is something Mirror never got right. Built-in rate limiting via [RateLimit] attribute directly on RPCs is a practical anti-cheat primitive that most networking libs punt to application code. The structured SocketLayer abstraction means adding a transport (Steam, EOS, WebSocket) doesn't require reimplementing connection handshake logic each time.

567 stars is thin for a library you're betting a shipping game on — Mirror has 9k+, and the ecosystem gap (third-party addons, StackOverflow answers, tutorials) is real. The standalone and Godot ports are separate repos with smaller contributor counts, so if you need cross-engine parity, you're effectively maintaining forks yourself. Requires Unity 2022 LTS minimum; teams on older projects are locked out without upgrading first. No built-in interest management or spatial partitioning — proximity checker exists but anything beyond basic AOI requires rolling your own, which is exactly where networked MMO complexity lives.

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