Change or Remove Networking Systems
With great power, comes great deletion.

Before Apr 2022: Mirror is imported by default. No action is required to use it after importing Vault Inventory from the Asset Store.
After Apr 2022: Fully Offline (Imposter) is the default.

If your game is single player or local only then you may not want network support. You can achieve this with virtually no impact to the system. If the MIRROR and FISHNET compiler defines are not present in the Project Settings, then the "Impostor" networking classes are automatic fallbacks.
  • Delete any existing networking system from the project assets / package manager.
  • Delete any example files from those systems.
  • Remove any Define Symbols related to the deleted system.
    • Edit > Project Settings > Player > Other Settings > Scripting Define Symbols
  • Forever alone.
Classes like NetworkIdentity and NetworkBehaviour still exist as impostor shell classes and are still required to exist, so you will have to design with them all the same. This is a minor nuisance, but on the upside you can basically implement multiplayer in the future by just importing Mirror/FishNet.
You may find some random nuances in offline mode. For instance VaultSinglePlayerLoader class is totally unnecessary now, and the NetworkManager class is just a placeholder that spawns a prefab for you. You'll need to integrate into your game how it is best for you.

The process is basically the same for both.
  • Delete any existing networking system from the project assets / package manager.
  • Delete any Example files from any previous networking system (even Imposter).
  • Import Mirror/Fishnet from git or the Asset Store
  • Remove any Define Symbols related to the deleted system
    • Edit > Project Settings > Player > Other Settings > Scripting Define Symbols
  • Import the Example Files .unitypackage file.
    • /Assets/Cleverous/VaultInventory/Inventory Example - [Mirror or FishNet]/
    • You may need to manually add the MIRROR or FISHNET symbol if Unity can't compile.
  • Restart Unity (not always required, but good practice for weaver/codegen)
Note: Importing either network system will trigger them to add their own NetworkIdentity or NetworkObject component to prefabs. You may need to spend some time cleaning this up. Note: The prefabs in all examples share the same GUIDs, so you must delete the old example content before importing a different system.
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Default State
Migrate to: Fully Offline (strip all networking)
Migrate to: Mirror or FishNet