Mirror WebGL

This guide will help you use Mirror's Websocket Transport and create a headless server on Edgegap for a Unity project.

This guide will use the open-source sample project Tanks, available in the Mirror sample under Assets/Mirror/Examples/Tanks.

You can find the final version of this sample on our GitHub

Switch the transport

We first need to make some changes to the base scene before we're ready to build the game server.

  • Open Scene.unity located under Assets/Mirror/Examples/Tanks/Scenes;

  • In the NetworkManager gameObject, remove the KcpTransport script and replace it with the SimpleWebTransport located under Assets/Mirror/Transports/SimpleWeb, make sure to also update the Transport field of the NetworkManager script component with this new transport. Make sure that the Auto Start Server Build option is selected as well.

  • Depending on your version of Mirror, you might need to change/update the NetworkManagerHUD to make it work with different transports than KCP, as well as to let you input the port value in the HUD before joining a server.

Take note of the port used for network communications, referred as the [GAME PORT]. In this case, the port used is 7778.

Build the game server & Containerizing

To facilitate the containerizing and deployment process, it's possible to use the latest version of the Edgegap Unity Plugin on our GitHub to automate the process. For more information on how to use this plugin, you can check our documentation.

If you want instead, you may also follow these step-by-step instructions.

Once ready with your game, head to the Build screen of the Unity Editor, under File -> Build Settings in the top menus. Make sure to select the right presets depending on your version of Unity.

  • Prior to version 2021.2:

    • Set Target Platform to Linux;

    • Set Architecture to x86_64;

    • Check the Server Build option.

  • Otherwise:

    • Set Platform to Dedicated Server;

    • Set Target Platform to Linux.

Then press build and select a new empty folder named linux_server as the file destination. Transfer the linux_server folder to a second empty folder, which will be refered as the [SERVER BUILD] folder in this document. Add the following Dockerfile and boot.sh file to the [SERVER BUILD] folder:

Dockerfile

FROM ubuntu:bionic
MAINTAINER <author_detail>

ARG DEBIAN_FRONTEND=noninteractive
ARG docker_version=17.06.0-ce

RUN
    apt-get update && \
    apt-get install -y libglu1 xvfb libxcursor1 ca-certificates && \
    update-ca-certificates && \
    apt-get clean

EXPOSE 7778/TCP

COPY linux_server/  /root/linux_server/
COPY boot.sh        /boot.sh

WORKDIR /root/
ENTRYPOINT ["/bin/bash", "/boot.sh"]

boot.sh

xvfb-run --auto-servernum --server-args='-screen 0 640x480x24:32' /root/linux_server/[YOUR GAME].x86_64 -batchmode -nographics

Make sure to replace the [YOUR GAME] placeholders with the name of the generated file

Then, start a command prompt in the [SERVER BUILD] folder; Run the following Docker commands to create an image of your build and push it to a private registry:

Using Linux

# build the image
docker build . -t <IMAGE_NAME>:<IMAGE_TAG>

# login, a prompt will ask the password
docker login -u '<REGISTRY_USERNAME>' <REGISTRY_URL>

# add another tag to your image corresponding to the registry
docker image tag <IMAGE_NAME>:<IMAGE_TAG> <REGISTRY_URL>/<PROJECT_NAME>/<IMAGE_NAME>:<IMAGE_TAG>

#push the image
docker push <REGISTRY_URL>/<PROJECT_NAME>/<IMAGE_NAME>:<IMAGE_TAG>

Using cmd

# build the image
docker build . -t <IMAGE_NAME>:<IMAGE_TAG>

# login, a prompt will ask the password
docker login -u <REGISTRY_USERNAME> <REGISTRY_URL>

# add another tag to your image corresponding to the registry
docker image tag <IMAGE_NAME>:<IMAGE_TAG> <REGISTRY_URL>/<PROJECT_NAME>/<IMAGE_NAME>:<IMAGE_TAG>

#push the image
docker push <REGISTRY_URL>/<PROJECT_NAME>/<IMAGE_NAME>:<IMAGE_TAG>

Using Powershell

# build the image
docker build . -t <IMAGE_NAME>:<IMAGE_TAG>

# login, a prompt will ask the password
docker login -u '<REGISTRY_USERNAME>' <REGISTRY_URL>

# add another tag to your image corresponding to the registry
docker image tag <IMAGE_NAME>:<IMAGE_TAG> <REGISTRY_URL>/<PROJECT_NAME>/<IMAGE_NAME>:<IMAGE_TAG>

#push the image
docker push <REGISTRY_URL>/<PROJECT_NAME>/<IMAGE_NAME>:<IMAGE_TAG>

Deploying server to Edgegap

After logging in on the Edgegap Dashboard, navigate to the Applications & Games page. Click on the Create New button in the top right hand corner to access the application form. Here are the fields and how to fill them properly:

  • Application name : Can be any notable name you want to use to easily recognize your application among others.

  • Image : Can be any specific image you want to use to easily recognize your application among others.

  • Version name : You may want to use a version name to describe the scope of the version you are deploying. Examples may be “demo”, “production”, “v1”, “v2”

  • Container :

    • Registry : “[URL]”, where [URL] is the value from the credentials you can display on the Container Repository page.

    • Image repository : “[PROJECT]/[YOUR GAME]”, where [PROJECT] and [YOUR GAME] are the values you used earlier when pushing the docker image.

    • Tag : “[TAG]”, where [TAG] is the value you used earlier when pushing the docker image.

    • Tick “Using a private repository”

    • Private registry username : “[USERNAME]”, where [USERNAME] is the value from your credentials.

    • Private registry token : “[TOKEN]”, where [TOKEN] is the value from your credentials.

    • Requirements : Left as is.

    • Ports : Click the + Add port link to add a new port, and add the following entries :

      • 7778 - WS - enable TLS Upgrade (Beta)

Once your application has been created, you can press the Deploy button to proceed with deploying your game server. Once the latest status of you deployment is set to Ready, you will be able to connect to the server with a client version of the game. Take note of the Host url and, in the Port Mapping tab of your deployment, the external port that's publicly available.

Testing the client

In the editor

Back in the Unity editor in the tank scene, select the NetworkManager gameObject and change the following settings:

  • In the Network Manager component:

    • Set the Network Address to the the server deployment's Host url;

    • Uncheck the Auto Start Server Build option.

  • In the Simple Web Transport component:

    • Set the Port value to the Edgegap deployment's external port e.g.: 32821;

    • Make sure the Client Use WSS option is enabled.

Once this is done, click Play in the editor, then click the Client button; You'll get connected to the server and be able to play the game after a short moment.

On Itch.io

To put your game client on Itch, you will need to make a client build; You will need to install the WebGL Build Support module for your version of Unity to do that. Once that's done, head back to the Build screen of the Unity Editor, under File -> Build Settings, and select the following options:

  • Set Platform to WebGL;

  • Open up the Player Settings. Under Player -> Publishing Settings, set the Compression Format to Gzip and make sure the Decompression Fallback option is selected. Save these settings, and close the window.

Then press build and select a new empty folder named build as the file destination. Transfer the build folder to a second empty folder, which will be refered as the [CLIENT BUILD] folder in this document.

Once your game has finished building, compress the files of this build folder into a zip folder, making sure that they are at the root of it. Then you simply need to upload the zip folder to your Itch project, and make sure to select the option for the file to play in the browser. Once you launch the game, you just need to make sure that the network address and port values are set correctly in the HUD, then click the Client button to play.

Hosting the client on Edgegap

It's even possible to host your game client on Edgegap! To do so, add the following Dockerfile and nginx.conf file to the [CLIENT BUILD] folder:

Dockerfile

FROM nginx:alpine
MAINTAINER <author_detail>

COPY build/ /usr/share/nginx/html
copy nginx.conf /etc/nginx/

nginx.conf

user  nginx;
worker_processes  auto;

error_log  /var/log/nginx/error.log notice;
pid        /var/run/nginx.pid;


events {
worker_connections  1024;
}


http {
include       /etc/nginx/mime.types;
default_type  application/octet-stream;

log_format  main  '$remote_addr - $remote_user [$time_local] "$request" '
'$status $body_bytes_sent "$http_referer" '
'"$http_user_agent" "$http_x_forwarded_for"';

access_log  /var/log/nginx/access.log  main;

sendfile        on;
#tcp_nopush     on;

keepalive_timeout  65;

#gzip  on;

include /etc/nginx/conf.d/*.conf;

server {
# Add the following config within http server configuration
# ...

    # On-disk Brotli-precompressed data files should be served with compression enabled:
    location ~ .+\.(data|symbols\.json)\.br$ {
        # Because this file is already pre-compressed on disk, disable the on-demand compression on it.
        # Otherwise nginx would attempt double compression.
        gzip off;
        add_header Content-Encoding br;
        default_type application/octet-stream;
    }

    # On-disk Brotli-precompressed JavaScript code files:
    location ~ .+\.js\.br$ {
        gzip off; # Do not attempt dynamic gzip compression on an already compressed file
        add_header Content-Encoding br;
        default_type application/javascript;
    }

    # On-disk Brotli-precompressed WebAssembly files:
    location ~ .+\.wasm\.br$ {
        gzip off; # Do not attempt dynamic gzip compression on an already compressed file
        add_header Content-Encoding br;
        # Enable streaming WebAssembly compilation by specifying the correct MIME type for
        # Wasm files.
        default_type application/wasm;
    }

    # On-disk gzip-precompressed data files should be served with compression enabled:
    location ~ .+\.(data|symbols\.json)\.gz$ {
        gzip off; # Do not attempt dynamic gzip compression on an already compressed file
        add_header Content-Encoding gzip;
        default_type application/octet-stream;
    }

    # On-disk gzip-precompressed JavaScript code files:
    location ~ .+\.js\.gz$ {
        gzip off; # Do not attempt dynamic gzip compression on an already compressed file
        add_header Content-Encoding gzip;
        default_type application/javascript;
    }

    # On-disk gzip-precompressed WebAssembly files:
    location ~ .+\.wasm\.gz$ {
        gzip off; # Do not attempt dynamic gzip compression on an already compressed file
        add_header Content-Encoding gzip;
        # Enable streaming WebAssembly compilation by specifying the correct MIME type for
        # Wasm files.
        default_type application/wasm;
    }
}
}

Proceed with the same Docker commands as before to build and push an image of your game client to a private repository, but from a command window opened in the [CLIENT BUILD] folder. Make sure to use a different image name than the one for your server.

Then, create a new application for your client on the Edgegap dashboard with the following settings:

  • Application name : Can be any notable name you want to use to easily recognize your application among others.

  • Image : Can be any specific image you want to use to easily recognize your application among others.

  • Version name : You may want to use a version name to describe the scope of the version you are deploying. Examples may be “demo”, “production”, “v1”, “v2”

  • Container :

    • Registry : “[URL]”, where [URL] is the value from the credentials you can display on the Container Repository page.

    • Image repository : “[PROJECT]/[YOUR GAME]”, where [PROJECT] and [YOUR GAME] are the values you used earlier when pushing the docker image.

    • Tag : “[TAG]”, where [TAG] is the value you used earlier when pushing the docker image.

    • Tick “Using a private repository”

    • Private registry username : “[USERNAME]”, where [USERNAME] is the value from your credentials.

    • Private registry token : “[TOKEN]”, where [TOKEN] is the value from your credentials.

    • Requirements : Left as is.

    • Ports : Click the + Add port link to add a new port, and add the following entries :

      • 80 - HTTPS

Once your application has been created, you can press the Deploy button to proceed with deploying your game client. With both the server and client deployments set to Ready, open the game client's Host url at the specified external port in your browser, and you'll be able to play the game after setting the correct values in the game's HUD!

If you need more information about the Mirror integration and websocket, you can refer to their documentation.

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