NetAuth
24 tools in this family (folder Editor/Tools/NetAuth/ in the bridge package). Effect: writes changes the project or the scene, read-only does not, destructive deletes or overwrites and the client asks before running it.
| Tool | Effect | Description |
|---|---|---|
netauth_assign_authority | writes | Grant a client authority over a networked object. The client can then invoke client-authoritative |
netauth_despawn | writes | Despawn (destroy) a networked GameObject by its net_id. Removes the entry from the spawned table |
netauth_export_setup | read-only | Export the full Mirror configuration as a JSON snapshot: runtime state, transport choice, |
netauth_generate_network_behaviour | writes | Generate a Mirror NetworkBehaviour C# class from a declarative spec: SyncVars (with hooks), |
netauth_get_connections | read-only | List active connections with per-connection RTT, remote address and connect time. ReadOnly. |
netauth_init | writes | Initialise the Buril Mirror Networking runtime. Configures network address, port, transport |
netauth_register_prefab | writes | Register a prefab as spawnable. Loads from project path and (when Mirror is installed) registers |
netauth_remove_authority | writes | Strip client authority from a networked object — ownership reverts to the server. Mirror's |
netauth_request_lan_servers | read-only | Return the list of LAN servers discovered since broadcast started. ReadOnly; in mock mode |
netauth_send_client_rpc | writes | Invoke a ClientRpc (server → all observers). Optional exclude_conn_ids to skip specific clients. |
netauth_send_command | writes | Invoke a Command (client → server RPC) on a networked object. The Command must already exist on |
netauth_send_target_rpc | writes | Invoke a TargetRpc — server-initiated RPC targeting a single specific client connection. |
netauth_set_transport | writes | Configure the active Mirror transport. Adds the relevant component to the manager GameObject |
netauth_setup_hosted_relay | writes | Wire Mirror to Photon Cloud's relay (via the PhotonRealtimeTransport adapter) so peers behind |
netauth_setup_lan_discovery | writes | Enable LAN UDP broadcast discovery. Server announces itself every N seconds on a multicast port |
netauth_setup_network_transform | writes | Add a NetworkTransform component to a target GameObject (by scene path or prefab path). |
netauth_setup_steam_lobby | writes | Bridge a Mirror session to a Steam lobby via the FizzySteamworks transport. Reuses the Buril |
netauth_simulate_network | writes | Configure simulated latency and packet loss on the active transport. In mock mode the broker |
netauth_spawn | writes | Spawn a networked GameObject from a registered prefab. Server-only operation in Mirror's model. |
netauth_start_client | writes | Connect to a remote server as a client. Uses the address/port set by mirror_init unless overridden. |
netauth_start_host | writes | Start as host: spins up the server and a local client in the same process. Equivalent to |
netauth_start_server | writes | Start as a dedicated server (no local client). For headless deployments / dedicated game servers. |
netauth_status | read-only | Query the current Mirror state: mode (Offline/ServerOnly/ClientOnly/Host), connection count, |
netauth_stop | writes | Stop Mirror — gracefully shuts down host/server/client and tears down the manager + pump. |