1.3.1
The format is based on Keep a Changelog and this project adheres to Semantic Versioning.
Additional documentation and release notes are available at Multiplayer Documentation.
[1.3.1] - 2023-03-27
Added
- Added detection and graceful handling of corrupt packets for additional safety. (#2419)
Changed
- The UTP component UI has been updated to be more user-friendly for new users by adding a simple toggle to switch between local-only (127.0.0.1) and remote (0.0.0.0) binding modes, using the toggle "Allow Remote Connections" (#2408)
- Updated
UnityTransport
dependency oncom.unity.transport
to 1.3.3. (#2450) NetworkShow()
ofNetworkObject
s are delayed until the end of the frame to ensure consistency of delta-driven variables likeNetworkList
.- Dirty
NetworkObject
are reset at end-of-frame and not at serialization time. NetworkHide()
of an object that was justNetworkShow()
n produces a warning, as remote clients will not get a spawn/despawn pair.- Renamed the NetworkTransform.SetState parameter
shouldGhostsInterpolate
toteleportDisabled
for better clarity of what that parameter does. (#2228) - Network prefabs are now stored in a ScriptableObject that can be shared between NetworkManagers, and have been exposed for public access. By default, a Default Prefabs List is created that contains all NetworkObject prefabs in the project, and new NetworkManagers will default to using that unless that option is turned off in the Netcode for GameObjects settings. Existing NetworkManagers will maintain their existing lists, which can be migrated to the new format via a button in their inspector. (#2322)
Fixed
- Fixed issue where changes to a layer's weight would not synchronize unless a state transition was occurring.(#2399)
- Fixed issue where
NetworkManager.LocalClientId
was returning theNetworkTransport.ServerClientId
as opposed to theNetworkManager.m_LocalClientId
. (#2398) - Fixed issue where a dynamically spawned
NetworkObject
parented under an in-scene placedNetworkObject
would have itsInScenePlaced
value changed totrue
. This would result in a soft synchronization error for late joining clients. (#2396) - Fixed a UTP test that was failing when you install Unity Transport package 2.0.0 or newer. (#2347)
- Fixed issue where
NetcodeSettingsProvider
would throw an exception in Unity 2020.3.x versions. (#2345) - Fixed server side issue where, depending upon component ordering, some NetworkBehaviour components might not have their OnNetworkDespawn method invoked if the client side disconnected. (#2323)
- Fixed a case where data corruption could occur when using UnityTransport when reaching a certain level of send throughput. (#2332)
- Fixed an issue in
UnityTransport
where an exception would be thrown if starting a Relay host/server on WebGL. This exception should only be thrown if using direct connections (where WebGL can't act as a host/server). (#2321) - Fixed
NetworkAnimator
issue where it was not checking forAnimatorStateTtansition.destinationStateMachine
and any possible sub-states defined within it. (#2309) - Fixed
NetworkAnimator
issue where the host client was receiving the ClientRpc animation updates when the host was the owner.(#2309) - Fixed
NetworkAnimator
issue with using pooled objects and when specific properties are cleaned during despawn and destroy.(#2309) - Fixed issue where
NetworkAnimator
was checking for animation changes when the associatedNetworkObject
was not spawned.(#2309) - Corrected an issue with the documentation for BufferSerializer (#2401)