2.0.0-exp.2
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.
[2.0.0-exp.2] - 2024-04-02
Added
- Added updates to all internal messages to account for a distributed authority network session connection. (#2863)
- Added
NetworkRigidbodyBase
that provides users with a more customizable network rigidbody, handles bothRigidbody
andRigidbody2D
, and provides an option to makeNetworkTransform
use the rigid body for motion. (#2863)- For a customized
NetworkRigidbodyBase
class:NetworkRigidbodyBase.AutoUpdateKinematicState
provides control on whether the kinematic setting will be automatically set or not when ownership changes.NetworkRigidbodyBase.AutoSetKinematicOnDespawn
provides control on whether isKinematic will automatically be set to true when the associatedNetworkObject
is despawned.NetworkRigidbodyBase.Initialize
is a protected method that, when invoked, will initialize the instance. This includes options to:- Set whether using a
RigidbodyTypes.Rigidbody
orRigidbodyTypes.Rigidbody2D
. - Includes additional optional parameters to set the
NetworkTransform
,Rigidbody
, andRigidbody2d
to use.
- Set whether using a
- Provides additional public methods:
NetworkRigidbodyBase.GetPosition
to return the position of theRigidbody
orRigidbody2d
(depending upon its initialized setting).NetworkRigidbodyBase.GetRotation
to return the rotation of theRigidbody
orRigidbody2d
(depending upon its initialized setting).NetworkRigidbodyBase.MovePosition
to move to the position of theRigidbody
orRigidbody2d
(depending upon its initialized setting).NetworkRigidbodyBase.MoveRotation
to move to the rotation of theRigidbody
orRigidbody2d
(depending upon its initialized setting).NetworkRigidbodyBase.Move
to move to the position and rotation of theRigidbody
orRigidbody2d
(depending upon its initialized setting).NetworkRigidbodyBase.Move
to move to the position and rotation of theRigidbody
orRigidbody2d
(depending upon its initialized setting).NetworkRigidbodyBase.SetPosition
to set the position of theRigidbody
orRigidbody2d
(depending upon its initialized setting).NetworkRigidbodyBase.SetRotation
to set the rotation of theRigidbody
orRigidbody2d
(depending upon its initialized setting).NetworkRigidbodyBase.ApplyCurrentTransform
to set the position and rotation of theRigidbody
orRigidbody2d
based on the associatedGameObject
transform (depending upon its initialized setting).NetworkRigidbodyBase.WakeIfSleeping
to wake up the rigid body if sleeping.NetworkRigidbodyBase.SleepRigidbody
to put the rigid body to sleep.NetworkRigidbodyBase.IsKinematic
to determine if theRigidbody
orRigidbody2d
(depending upon its initialized setting) is currently kinematic.NetworkRigidbodyBase.SetIsKinematic
to set theRigidbody
orRigidbody2d
(depending upon its initialized setting) current kinematic state.NetworkRigidbodyBase.ResetInterpolation
to reset theRigidbody
orRigidbody2d
(depending upon its initialized setting) back to its original interpolation value when initialized.
- Now includes a
MonoBehaviour.FixedUpdate
implementation that will update the assignedNetworkTransform
whenNetworkRigidbodyBase.UseRigidBodyForMotion
is true. (#2863)
- For a customized
- Added
RigidbodyContactEventManager
that provides a more optimized way to process collision enter and collision stay events as opposed to theMonobehaviour
approach. (#2863)- Can be used in client-server and distributed authority modes, but is particularly useful in distributed authority.
- Added rigid body motion updates to
NetworkTransform
which allows users to set interolation on rigid bodies. (#2863)- Extrapolation is only allowed on authoritative instances, but custom class derived from
NetworkRigidbodyBase
orNetworkRigidbody
orNetworkRigidbody2D
automatically switches non-authoritative instances to interpolation if set to extrapolation.
- Extrapolation is only allowed on authoritative instances, but custom class derived from
- Added distributed authority mode support to
NetworkAnimator
. (#2863) - Added session mode selection to
NetworkManager
inspector view. (#2863) - Added distributed authority permissions feature. (#2863)
- Added distributed authority mode specific
NetworkObject
permissions flags (Distributable, Transferable, and RequestRequired). (#2863) - Added distributed authority mode specific
NetworkObject.SetOwnershipStatus
method that applies one or moreNetworkObject
instance's ownership flags. If updated when spawned, the ownership permission changes are synchronized with the other connected clients. (#2863) - Added distributed authority mode specific
NetworkObject.RemoveOwnershipStatus
method that removes one or moreNetworkObject
instance's ownership flags. If updated when spawned, the ownership permission changes are synchronized with the other connected clients. (#2863) - Added distributed authority mode specific
NetworkObject.HasOwnershipStatus
method that will return (true or false) whether one or more ownership flags is set. (#2863) - Added distributed authority mode specific
NetworkObject.SetOwnershipLock
method that locks ownership of aNetworkObject
to prevent ownership from changing until the current owner releases the lock. (#2863) - Added distributed authority mode specific
NetworkObject.RequestOwnership
method that sends an ownership request to the current owner of a spawnedNetworkObject
instance. (#2863) - Added distributed authority mode specific
NetworkObject.OnOwnershipRequested
callback handler that is invoked on the owner/authoritative side when a non-owner requests ownership. Depending upon the boolean returned value depends upon whether the request is approved or denied. (#2863) - Added distributed authority mode specific
NetworkObject.OnOwnershipRequestResponse
callback handler that is invoked when a non-owner's request has been processed. This callback includes aNetworkObjet.OwnershipRequestResponseStatus
response parameter that describes whether the request was approved or the reason why it was not approved. (#2863) - Added distributed authority mode specific
NetworkObject.DeferDespawn
method that defers the despawning ofNetworkObject
instances on non-authoritative clients based on the tick offset parameter. (#2863) - Added distributed authority mode specific
NetworkObject.OnDeferredDespawnComplete
callback handler that can be used to further control when deferring the despawning of aNetworkObject
on non-authoritative instances. (#2863) - Added
NetworkClient.SessionModeType
as one way to determine the current session mode of the network session a client is connected to. (#2863) - Added distributed authority mode specific
NetworkClient.IsSessionOwner
property to determine if the current local client is the current session owner of a distributed authority session. (#2863) - Added distributed authority mode specific client side spawning capabilities. When running in distributed authority mode, clients can instantiate and spawn
NetworkObject
instances (the local client is authomatically the owner of the spawned object). (#2863)- This is useful to better visually synchronize owner authoritative motion models and newly spawned
NetworkObject
instances (i.e. projectiles for example).
- This is useful to better visually synchronize owner authoritative motion models and newly spawned
- Added distributed authority mode specific client side player spawning capabilities. Clients will automatically spawn their associated player object locally. (#2863)
- Added distributed authority mode specific
NetworkConfig.AutoSpawnPlayerPrefabClientSide
property (default is true) to provide control over the automatic spawning of player prefabs on the local client side. (#2863) - Added distributed authority mode specific
NetworkManager.OnFetchLocalPlayerPrefabToSpawn
callback that, when assigned, will allow the local client to provide the player prefab to be spawned for the local client. (#2863)- This is only invoked if the
NetworkConfig.AutoSpawnPlayerPrefabClientSide
property is set to true.
- This is only invoked if the
- Added distributed authority mode specific
NetworkBehaviour.HasAuthority
property that determines if the local client has authority over the associatedNetworkObject
instance (typical use case is within aNetworkBehaviour
script much like that ofIsServer
orIsClient
). (#2863) - Added distributed authority mode specific
NetworkBehaviour.IsSessionOwner
property that determines if the local client is the session owner (typical use case would be to determine if the local client can has scene management authority within aNetworkBehaviour
script). (#2863) - Added support for distributed authority mode scene management where the currently assigned session owner can start scene events (i.e. scene loading and scene unloading). (#2863)
Fixed
- Fixed issue where the host was not invoking
OnClientDisconnectCallback
for its own local client when internally shutting down. (#2822) - Fixed issue where NetworkTransform could potentially attempt to "unregister" a named message prior to it being registered. (#2807)
- Fixed issue where in-scene placed
NetworkObject
s with complex nested childrenNetworkObject
s (more than one child in depth) would not synchronize properly if WorldPositionStays was set to true. (#2796)
Changed
- Changed client side awareness of other clients is now the same as a server or host. (#2863)
- Changed
NetworkManager.ConnectedClients
can now be accessed by both server and clients. (#2863) - Changed
NetworkManager.ConnectedClientsList
can now be accessed by both server and clients. (#2863) - Changed
NetworkTransform
defaults to owner authoritative when connected to a distributed authority session. (#2863) - Changed
NetworkVariable
defaults to owner write and everyone read permissions when connected to a distributed authority session (even if declared with server read or write permissions). (#2863) - Changed
NetworkObject
no longer implements theMonoBehaviour.Update
method in order to determine whether aNetworkObject
instance has been migrated to a different scene. Instead, onlyNetworkObjects
with theSceneMigrationSynchronization
property set will be updated internally during theNetworkUpdateStage.PostLateUpdate
byNetworkManager
. (#2863) - Changed
NetworkManager
inspector view layout where properties are now organized by category. (#2863) - Changed
NetworkTransform
to now useNetworkTransformMessage
as opposed to named messages for NetworkTransformState updates. (#2810) - Changed
CustomMessageManager
so it no longer attempts to register or "unregister" a null or empty string and will log an error if this condition occurs. (#2807)