1.8.0
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.
[1.8.0] - 2023-12-12
Added
- Added a new RPC attribute, which is simply
Rpc
. (#2762)- This is a generic attribute that can perform the functions of both Server and Client RPCs, as well as enabling client-to-client RPCs. Includes several default targets:
Server
,NotServer
,Owner
,NotOwner
,Me
,NotMe
,ClientsAndHost
, andEveryone
. Runtime overrides are available for any of these targets, as well as for sending to a specific ID or groups of IDs. - This attribute also includes the ability to defer RPCs that are sent to the local process to the start of the next frame instead of executing them immediately, treating them as if they had gone across the network. The default behavior is to execute immediately.
- This attribute effectively replaces
ServerRpc
andClientRpc
.ServerRpc
andClientRpc
remain in their existing forms for backward compatibility, butRpc
will be the recommended and most supported option.
- This is a generic attribute that can perform the functions of both Server and Client RPCs, as well as enabling client-to-client RPCs. Includes several default targets:
- Added
NetworkManager.OnConnectionEvent
as a unified connection event callback to notify clients and servers of all client connections and disconnections within the session (#2762) - Added
NetworkManager.ServerIsHost
andNetworkBehaviour.ServerIsHost
to allow a client to tell if it is connected to a host or to a dedicated server (#2762) - Added
SceneEventProgress.SceneManagementNotEnabled
return status to be returned when aNetworkSceneManager
method is invoked and scene management is not enabled. (#2735) - Added
SceneEventProgress.ServerOnlyAction
return status to be returned when aNetworkSceneManager
method is invoked by a client. (#2735) - Added
NetworkObject.InstantiateAndSpawn
andNetworkSpawnManager.InstantiateAndSpawn
methods to simplify prefab spawning by assuring that the prefab is valid and applies any override prior to instantiating theGameObject
and spawning theNetworkObject
instance. (#2710)
Fixed
- Fixed issue where a client disconnected by a server-host would not receive a local notification. (#2789)
- Fixed issue where a server-host could shutdown during a relay connection but periodically the transport disconnect message sent to any connected clients could be dropped. (#2789)
- Fixed issue where a host could disconnect its local client but remain running as a server. (#2789)
- Fixed issue where
OnClientDisconnectedCallback
was not being invoked under certain conditions. (#2789) - Fixed issue where
OnClientDisconnectedCallback
was always returning 0 as the client identifier. (#2789) - Fixed issue where if a host or server shutdown while a client owned NetworkObjects (other than the player) it would throw an exception. (#2789)
- Fixed issue where setting values on a
NetworkVariable
orNetworkList
withinOnNetworkDespawn
during a shutdown sequence would throw an exception. (#2789) - Fixed issue where a teleport state could potentially be overridden by a previous unreliable delta state. (#2777)
- Fixed issue where
NetworkTransform
was using theNetworkManager.ServerTime.Tick
as opposed toNetworkManager.NetworkTickSystem.ServerTime.Tick
during the authoritative side's tick update where it performed a delta state check. (#2777) - Fixed issue where a parented in-scene placed NetworkObject would be destroyed upon a client or server exiting a network session but not unloading the original scene in which the NetworkObject was placed. (#2737)
- Fixed issue where during client synchronization and scene loading, when client synchronization or the scene loading mode are set to
LoadSceneMode.Single
, aCreateObjectMessage
could be received, processed, and the resultant spawnedNetworkObject
could be instantiated in the client's currently active scene that could, towards the end of the client synchronization or loading process, be unloaded and cause the newly createdNetworkObject
to be destroyed (and throw and exception). (#2735) - Fixed issue where a
NetworkTransform
instance with interpolation enabled would result in wide visual motion gaps (stuttering) under above normal latency conditions and a 1-5% or higher packet are drop rate. (#2713) - Fixed issue where you could not have multiple source network prefab overrides targeting the same network prefab as their override. (#2710)
Changed
- Changed the server or host shutdown so it will now perform a "soft shutdown" when
NetworkManager.Shutdown
is invoked. This will send a disconnect notification to all connected clients and the server-host will wait for all connected clients to disconnect or timeout after a 5 second period before completing the shutdown process. (#2789) - Changed
OnClientDisconnectedCallback
will now return the assigned client identifier on the local client side if the client was approved and assigned one prior to being disconnected. (#2789) - Changed
NetworkTransform.SetState
(and related methods) now are cumulative during a fractional tick period and sent on the next pending tick. (#2777) NetworkManager.ConnectedClientsIds
is now accessible on the client side and will contain the list of all clients in the session, including the host client if the server is operating in host mode (#2762)- Changed
NetworkSceneManager
to return aSceneEventProgress
status and not throw exceptions for methods invoked when scene management is disabled and when a client attempts to access aNetworkSceneManager
method by a client. (#2735) - Changed
NetworkTransform
authoritative instance tick registration so a singleNetworkTransform
specific tick event update will update all authoritative instances to improve perofmance. (#2713) - Changed
NetworkPrefabs.OverrideToNetworkPrefab
dictionary is no longer used/populated due to it ending up being related to a regression bug and not allowing more than one override to be assigned to a network prefab asset. (#2710) - Changed in-scene placed
NetworkObject
s now store their source network prefab asset'sGlobalObjectIdHash
internally that is used, when scene management is disabled, by clients to spawn the correct prefab even if theNetworkPrefab
entry has an override. This does not impact dynamically spawning the same prefab which will yield the override on both host and client. (#2710) - Changed in-scene placed
NetworkObject
s no longer require aNetworkPrefab
entry withGlobalObjectIdHash
override in order for clients to properly synchronize. (#2710) - Changed in-scene placed
NetworkObject
s now set theirIsSceneObject
value when generating theirGlobalObjectIdHash
value. (#2710) - Changed the default
NetworkConfig.SpawnTimeout
value from 1.0s to 10.0s. (#2710)