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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.

ToolEffectDescription
netauth_assign_authoritywritesGrant a client authority over a networked object. The client can then invoke client-authoritative
netauth_despawnwritesDespawn (destroy) a networked GameObject by its net_id. Removes the entry from the spawned table
netauth_export_setupread-onlyExport the full Mirror configuration as a JSON snapshot: runtime state, transport choice,
netauth_generate_network_behaviourwritesGenerate a Mirror NetworkBehaviour C# class from a declarative spec: SyncVars (with hooks),
netauth_get_connectionsread-onlyList active connections with per-connection RTT, remote address and connect time. ReadOnly.
netauth_initwritesInitialise the Buril Mirror Networking runtime. Configures network address, port, transport
netauth_register_prefabwritesRegister a prefab as spawnable. Loads from project path and (when Mirror is installed) registers
netauth_remove_authoritywritesStrip client authority from a networked object — ownership reverts to the server. Mirror's
netauth_request_lan_serversread-onlyReturn the list of LAN servers discovered since broadcast started. ReadOnly; in mock mode
netauth_send_client_rpcwritesInvoke a ClientRpc (server → all observers). Optional exclude_conn_ids to skip specific clients.
netauth_send_commandwritesInvoke a Command (client → server RPC) on a networked object. The Command must already exist on
netauth_send_target_rpcwritesInvoke a TargetRpc — server-initiated RPC targeting a single specific client connection.
netauth_set_transportwritesConfigure the active Mirror transport. Adds the relevant component to the manager GameObject
netauth_setup_hosted_relaywritesWire Mirror to Photon Cloud's relay (via the PhotonRealtimeTransport adapter) so peers behind
netauth_setup_lan_discoverywritesEnable LAN UDP broadcast discovery. Server announces itself every N seconds on a multicast port
netauth_setup_network_transformwritesAdd a NetworkTransform component to a target GameObject (by scene path or prefab path).
netauth_setup_steam_lobbywritesBridge a Mirror session to a Steam lobby via the FizzySteamworks transport. Reuses the Buril
netauth_simulate_networkwritesConfigure simulated latency and packet loss on the active transport. In mock mode the broker
netauth_spawnwritesSpawn a networked GameObject from a registered prefab. Server-only operation in Mirror's model.
netauth_start_clientwritesConnect to a remote server as a client. Uses the address/port set by mirror_init unless overridden.
netauth_start_hostwritesStart as host: spins up the server and a local client in the same process. Equivalent to
netauth_start_serverwritesStart as a dedicated server (no local client). For headless deployments / dedicated game servers.
netauth_statusread-onlyQuery the current Mirror state: mode (Offline/ServerOnly/ClientOnly/Host), connection count,
netauth_stopwritesStop Mirror — gracefully shuts down host/server/client and tears down the manager + pump.