TGR Pong with Mirror Networking Update!

A quick update on The Game Realm Pong with Unity and Mirror Networking.

Well its been more than a few weeks, but I finally got some real progress done with my pong game using Mirror Networking. I finished the Tic Tac Toe game using Mirror and used that as a base. There were still quite a few changes I had to make in order for the game to be more efficient, like combining everything into a NetPlayer game object. Creating the Ball game object, tweaking the UI.

TGR Pong in Unity

There were quite a few hurdles that I had to go to Mirror Networking for help with on Discord. Mainly just to understand the API. Things like passing messages between clients, client authority, syncing movement between clients, instantiating network objects, etc.

TGR Relay Server In Unity

The main issue I was having was running everything through a relay server. I guess its not very common or people just aren’t sharing their wisdom. The reason for the relay server is to get away from router blocking with player 2 player connections and alleviate the Android/ Iphone hosting games issues. Of course using a relay server will increase the latency and eventually we will see how the pong game does when I run the clients through the relay server app on a VPS server.

So here is a video of the exciting game in action. It shows how well the objects are sync’d across both clients. This is where I failed when using LiteNetLib Networking. I wasn’t able to write a good algorithm that kept the objects sync’d like this. Thats when I knew I need to go to Mirror, they gave a pong example!



As of right now, the TGR Pong game is playable with 2 clients and keeps score. So all I have left is to enable player statistics, logging in, and make sure singleplayer is still working.

I will hopefully get this completed this Memorial Weekend! Speaking of, thank you to all the service men and woman and your families for the sacrifices and things you do for us! We love you guys and gals!!!!!

Memorial Day Thank You