1.7.0
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.
[1.7.0] - 2023-10-11
Added
- exposed NetworkObject.GetNetworkBehaviourAtOrderIndex as a public API (#2724)
- Added context menu tool that provides users with the ability to quickly update the GlobalObjectIdHash value for all in-scene placed prefab instances that were created prior to adding a NetworkObject component to it. (#2707)
- Added methods NetworkManager.SetPeerMTU and NetworkManager.GetPeerMTU to be able to set MTU sizes per-peer (#2676)
- Added
GenerateSerializationForGenericParameterAttribute
, which can be applied to user-created Network Variable types to ensure the codegen generates serialization for the generic types they wrap. (#2694) - Added
GenerateSerializationForTypeAttribute
, which can be applied to any class or method to ensure the codegen generates serialization for the specific provided type. (#2694) - Exposed
NetworkVariableSerialization<T>.Read
,NetworkVariableSerialization<T>.Write
,NetworkVariableSerialization<T>.AreEqual
, andNetworkVariableSerialization<T>.Duplicate
to further support the creation of user-created network variables by allowing users to access the generated serialization methods and serialize generic types efficiently without boxing. (#2694) - Added
NetworkVariableBase.MarkNetworkBehaviourDirty
so that user-created network variable types can mark their containingNetworkBehaviour
to be processed by the update loop. (#2694)
Fixed
- Fixed issue where the server side
NetworkSceneManager
instance was not adding the currently active scene to its list of scenes loaded. (#2723) - Generic NetworkBehaviour types no longer result in compile errors or runtime errors (#2720)
- Rpcs within Generic NetworkBehaviour types can now serialize parameters of the class's generic types (but may not have generic types of their own) (#2720)
- Errors are no longer thrown when entering play mode with domain reload disabled (#2720)
- NetworkSpawn is now correctly called each time when entering play mode with scene reload disabled (#2720)
- NetworkVariables of non-integer types will no longer break the inspector (#2714)
- NetworkVariables with NonSerializedAttribute will not appear in the inspector (#2714)
- Fixed issue where
UnityTransport
would attempt to establish WebSocket connections even if using UDP/DTLS Relay allocations when the build target was WebGL. This only applied to working in the editor since UDP/DTLS can't work in the browser. (#2695) - Fixed issue where a
NetworkBehaviour
component'sOnNetworkDespawn
was not being invoked on the host-server side for an in-scene placedNetworkObject
when a scene was unloaded (during a scene transition) and theNetworkBehaviour
component was positioned/ordered before theNetworkObject
component. (#2685) - Fixed issue where
SpawnWithObservers
was not being honored whenNetworkConfig.EnableSceneManagement
was disabled. (#2682) - Fixed issue where
NetworkAnimator
was not internally tracking changes to layer weights which prevented proper layer weight synchronization back to the original layer weight value. (#2674) - Fixed "writing past the end of the buffer" error when calling ResetDirty() on managed network variables that are larger than 256 bytes when serialized. (#2670)
- Fixed issue where generation of the
DefaultNetworkPrefabs
asset was not enabled by default. (#2662) - Fixed issue where the
GlobalObjectIdHash
value could be updated but the asset not marked as dirty. (#2662) - Fixed issue where the
GlobalObjectIdHash
value of a (network) prefab asset could be assigned an incorrect value when editing the prefab in a temporary scene. (#2662) - Fixed issue where the
GlobalObjectIdHash
value generated after creating a (network) prefab from an object constructed within the scene would not be the correct final value in a stand alone build. (#2662)
Changed
- Updated dependency on
com.unity.transport
to version 1.4.0. (#2716)