Mirror Networking is a free, MIT-licensed system for building multiplayer capabilities into Unity games. It is server authoritative by default and supports dedicated servers as well as client-hosted games. Its core tools include message handlers, serialization, distributed object management, and state synchronization. Unity components such as NetworkManager, NetworkIdentity, and NetworkBehaviour connect game objects and scripts, and Mirror can synchronize transforms and script variables automatically. Built-in transport options include KCP UDP, Telepathy TCP, WebSockets, a multiplexer, latency simulation, encryption, and Edgegap Relay. Additional connections are available for Steam, Epic Online Services, LiteNetLib, and ENet. The maker says there are no paywalls or CCU costs, and that the netcode stores no user data and does not track, analyze, or advertise. Some listed capabilities are still in progress: lag compensation and encryption are marked Beta, unreliable sync mode is in Development, and bitpacking and prediction are being researched. The README recommends Unity 2019, 2020, 2021, 2022 LTS, or 6000.1 to get started.
Who it is for
Mirror is intended for developers building multiplayer Unity games across genres, including small MMORPGs. Its server and client-host options may suit teams choosing a network model for their game.
What is good
- Free and MIT licensed
- No paywalls or CCU costs
- Supports dedicated servers and client hosts
- Includes UDP, TCP, and WebSocket transports
- Automatic transform and script-variable synchronization
What to know first
- Matchmaking is not supported
- Lag compensation and encryption are Beta
- Unreliable sync mode is in Development
- Bitpacking and prediction are still being researched
Freedom251 review
Mirror Networking: the full review
Mirror provides core networking components and multiple transport options for Unity multiplayer projects without paywalls or CCU costs. Review its feature statuses and Unity version recommendations before choosing it for a project.
Mirror Networking is an open-source networking library for adding multiplayer to Unity games, from small online projects to MMORPGs. It suits Unity developers who want server-authoritative client-server networking and control over their transport choices. Its no-paywall, no-CCU-cost model is a strong starting point, though several advanced capabilities are still in early development.
Overview
Mirror builds on Unity components such as NetworkManager, NetworkIdentity and NetworkBehaviour to handle multiplayer objects and state synchronization. It supports dedicated servers as well as client hosts, with the server authoritative by default. That model gives developers a clear foundation for client-server games, but matchmaking is not included.
The library is MIT licensed, with no paywalls or CCU costs. Its maker says it stores no user data and does not track users or serve analytics or advertising. It also reports over 80% test coverage and no closed-source dependencies beyond Unity. Those are useful assurances for teams assessing licensing and privacy, not a substitute for evaluating a project’s own security needs.
Key features
Message handlers, high-performance serialization, distributed object management and state synchronization cover core networking tasks. Mirror can automatically synchronize transforms and script variables, reducing the need to build those synchronization paths from scratch.
Transport options include KCP over UDP, Telepathy over TCP, WebSockets, a multiplexer, latency simulation, encryption and Edgegap Relay. Additional connections are available for Steam, Epic Online Services, Edgegap Relay, LiteNetLib and ENet. This breadth helps teams choose a transport to fit their deployment, but the feature maturity varies: encryption is marked Beta, unreliable sync mode is in Development, while bitpacking and prediction are still in Researching. Lag compensation is also Beta. Projects that depend on those capabilities should account for that status rather than treat them as settled features.
Mirror supports rollback netcode, but the feature list places prediction in Researching. Teams should distinguish that support from the maturity of any particular prediction workflow.
Pricing
Mirror Networking — 0.00 USD per free. The free, open-source MIT plan has no paywalls or CCU costs. There is no trial period to manage, and no paid tier or usage cap is described. This fits hobbyists, studios and commercial teams that want to avoid per-user networking fees, while leaving hosting and other project costs outside the stated offer.
Platforms
Mirror supports Unity WebGL, desktop and mobile, as well as Linux servers. The platform coverage spans Android, iOS, Linux, macOS, web and Windows. The maker’s GitHub README recommends Unity 2019, 2020, 2021, 2022 LTS and 6000.1 as starting versions, so teams on other versions should verify compatibility before committing.
Who it's for
Mirror is a good fit for Unity developers building client-server multiplayer games who want to select among several transports and avoid CCU charges. It is presented for games across genres, including small MMORPGs. It is less suited to teams seeking built-in matchmaking or a turnkey managed service: matchmaking is absent, and the described offering is a networking library rather than a hosted game backend.
Pros and cons
Pros
- No usage-based networking bill: the MIT-licensed plan has no paywalls or CCU costs, which makes it easier to budget as player counts change.
- Choice of transports: built-in and additional transport integrations give Unity teams options across UDP, TCP and WebSockets, plus named platform and relay connections.
- Useful Unity integration: familiar networking components and automatic synchronization support core multiplayer implementation.
- Privacy-conscious design: the maker says the netcode stores no user data and uses no tracking, analytics or advertising.
Cons
- No matchmaking: teams must address player discovery and matchmaking separately.
- Uneven feature maturity: lag compensation and encryption are Beta, unreliable sync is in Development, and bitpacking and prediction are Researching.
- Unity-specific: projects outside Unity are not the target, and version compatibility merits checking against the recommended releases.
Alternatives
Browse game networking middleware for a broader category comparison.
- Netick is another free Unity networking option with server-authoritative state synchronization; its listed Interest Management and Lag Compensation are Pro features, so Mirror may suit teams prioritizing a no-paywall model.
- Normcore is worth considering if its free Public plan’s unlimited applications, concurrent users and rooms, plus 100 room hours, better match your needs.
- Photon Fusion may fit teams seeking a hosted free tier with 100 CCU, approximately 40,000 MAU and 0.3 TB monthly traffic, subject to its no-burst limit and one-app-per-customer rule.
- Photon Quantum offers a free development-only tier capped at 20 connected users and 60 GB monthly traffic, as well as a separate 100-CCU free plan; it is an option when those Photon plan limits fit the project.
- Photon Realtime has a development-only free tier for 20 concurrent users and 60 GB monthly traffic, with no CCU burst; consider it if that capped model suits your development stage.
- SmartFoxServer offers a free Community Edition with full features and a 100-concurrent-user limit, making it an alternative when that cap fits.
- Colyseus offers an open-source plan for self-hosting on your own servers with community support and no restrictions; choose it if that model is a better fit.
- LiteNetLib is a free MIT-licensed library if you want that alternative.
Verdict
Choose Mirror if you are building a Unity client-server game and want a flexible, MIT-licensed networking foundation without paywalls or CCU costs. Its transport range and Unity integration make it a practical starting point, but teams needing matchmaking or mature prediction and lag-compensation features should look elsewhere or plan to provide those capabilities separately.
Mirror Networking plans and pricing
All plansCompared on game networking middleware
- Free plan
- Yes
- Network model
- client-server
- Supported platforms
- Unity WebGL, desktop, mobile, Linux server
- Matchmaking
- No
- Rollback netcode
- Yes
- Transport protocols
- UDP, TCP, WebSockets





