Releases: needle-mirror/com.unity.netcode.gameobjects
2.0.0-exp.5
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.5] - 2024-06-03
Fixed
- Fixed issue where SessionOwner message was being treated as a new entry for the new message indexing when it should have been ordinally sorted with the legacy message indices. (#2942)
2.0.0-exp.4
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.4] - 2024-05-31
Added
- Added
NetworkRigidbodyBase.AttachToFixedJoint
andNetworkRigidbodyBase.DetachFromFixedJoint
to replace parenting for rigid bodies that haveNetworkRigidbodyBase.UseRigidBodyForMotion
enabled. (#2933) - Added
NetworkBehaviour.OnNetworkPreSpawn
andNetworkBehaviour.OnNetworkPostSpawn
methods that provide the ability to handle pre and post spawning actions during theNetworkObject
spawn sequence. (#2912) - Added a client-side only
NetworkBehaviour.OnNetworkSessionSynchronized
convenience method that is invoked on allNetworkBehaviour
s after a newly joined client has finished synchronizing with the network session in progress. (#2912) - Added
NetworkBehaviour.OnInSceneObjectsSpawned
convenience method that is invoked when all in-sceneNetworkObject
s have been spawned after a scene has been loaded or upon a host or server starting. (#2912)
Fixed
- Fixed issue where non-authoritative rigid bodies with
NetworkRigidbodyBase.UseRigidBodyForMotion
enabled would constantly log errors about the renderTime being beforeStartTimeConsumed
. (#2933) - Fixed issue where in-scene placed NetworkObjects could be destroyed if a client disconnects early and/or before approval. (#2924)
- Fixed issue where a
NetworkObject
component's associatedNetworkBehaviour
components would not be detected if scene loading is disabled in the editor and the currently loaded scene has in-scene placedNetworkObject
s. (#2912) - Fixed issue where an in-scene placed
NetworkObject
withNetworkTransform
that is also parented under aGameObject
would not properly synchronize when the parentGameObject
had a world space position other than 0,0,0. (#2898)
Changed
- Change all the access modifiers of test class from Public to Internal (#2930)
- Changed messages are now sorted by enum values as opposed to ordinally sorting the messages by their type name. (#2929)
- Changed
NetworkClient.SessionModeTypes
toNetworkClient.NetworkTopologyTypes
. (#2875) - Changed
NetworkClient.SessionModeType
toNetworkClient.NetworkTopologyType
. (#2875) - Changed
NetworkConfig.SessionMode
toNeworkConfig.NetworkTopology
. (#2875)
1.9.1
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.
[1.9.1] - 2024-04-18
Added
- Added AnticipatedNetworkVariable, which adds support for client anticipation of NetworkVariable values, allowing for more responsive gameplay (#2820)
- Added AnticipatedNetworkTransform, which adds support for client anticipation of NetworkTransforms (#2820)
- Added NetworkVariableBase.ExceedsDirtinessThreshold to allow network variables to throttle updates by only sending updates when the difference between the current and previous values exceeds a threshold. (This is exposed in NetworkVariable with the callback NetworkVariable.CheckExceedsDirtinessThreshold) (#2820)
- Added NetworkVariableUpdateTraits, which add additional throttling support: MinSecondsBetweenUpdates will prevent the NetworkVariable from sending updates more often than the specified time period (even if it exceeds the dirtiness threshold), while MaxSecondsBetweenUpdates will force a dirty NetworkVariable to send an update after the specified time period even if it has not yet exceeded the dirtiness threshold. (#2820)
- Added virtual method NetworkVariableBase.OnInitialize() which can be used by NetworkVariable subclasses to add initialization code (#2820)
- Added virtual method NetworkVariableBase.Update(), which is called once per frame to support behaviors such as interpolation between an anticipated value and an authoritative one. (#2820)
- Added NetworkTime.TickWithPartial, which represents the current tick as a double that includes the fractional/partial tick value. (#2820)
- Added NetworkTickSystem.AnticipationTick, which can be helpful with implementation of client anticipation. This value represents the tick the current local client was at at the beginning of the most recent network round trip, which enables it to correlate server update ticks with the client tick that may have triggered them. (#2820)
NetworkVariable
now includes built-in support forNativeHashSet
,NativeHashMap
,List
,HashSet
, andDictionary
(#2813)NetworkVariable
now includes delta compression for collection values (NativeList
,NativeArray
,NativeHashSet
,NativeHashMap
,List
,HashSet
,Dictionary
, andFixedString
types) to save bandwidth by only sending the values that changed. (Note: ForNativeList
,NativeArray
, andList
, this algorithm works differently than that used inNetworkList
. This algorithm will use less bandwidth for "set" and "add" operations, butNetworkList
is more bandwidth-efficient if you are performing frequent "insert" operations.) (#2813)UserNetworkVariableSerialization
now has optional callbacks forWriteDelta
andReadDelta
. If both are provided, they will be used for all serialization operations on NetworkVariables of that type except for the first one for each client. If either is missing, the existingWrite
andRead
will always be used. (#2813)- Network variables wrapping
INetworkSerializable
types can perform delta serialization by settingUserNetworkVariableSerialization<T>.WriteDelta
andUserNetworkVariableSerialization<T>.ReadDelta
for those types. The built-inINetworkSerializable
serializer will continue to be used for all other serialization operations, but if those callbacks are set, it will call into them on all but the initial serialization to perform delta serialization. (This could be useful if you have a large struct where most values do not change regularly and you want to send only the fields that did change.) (#2813)
Fixed
- Fixed issue where NetworkTransformEditor would throw and exception if you excluded the physics package. (#2871)
- Fixed issue where
NetworkTransform
could not properly synchronize its base position when using half float precision. (#2845) - 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
NetworkObjectReference
andNetworkBehaviourReference
to allow null references when constructing and serializing. (#2874) - Changed
NetworkAnimator
no longer requires theAnimator
component to exist on the sameGameObject
. (#2872) - 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)
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 ...
1.8.1
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.
[1.8.1] - 2024-02-05
Fixed
- Fixed a compile error when compiling for IL2CPP targets when using the new
[Rpc]
attribute. (#2824)
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)
1.7.1
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.
[1.7.1] - 2023-11-15
Added
Fixed
- Fixed a bug where having a class with Rpcs that inherits from a class without Rpcs that inherits from NetworkVariable would cause a compile error. (#2751)
- Fixed issue where
NetworkBehaviour.Synchronize
was not truncating the write buffer if nothing was serialized duringNetworkBehaviour.OnSynchronize
causing an additional 6 bytes to be written perNetworkBehaviour
component instance. (#2749)
Changed
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)
1.6.0
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.
[1.6.0] - 2023-08-09
Added
- Added a protected virtual method
NetworkTransform.OnInitialize(ref NetworkTransformState replicatedState)
that just returns the replicated state reference.
Fixed
- Fixed issue where invoking
NetworkManager.Shutdown
withinNetworkManager.OnClientStopped
orNetworkManager.OnServerStopped
would forceNetworkManager.ShutdownInProgress
to remain true after completing the shutdown process. (#2661) - Fixed issue with client synchronization of position when using half precision and the delta position reaches the maximum value and is collapsed on the host prior to being forwarded to the non-owner clients. (#2636)
- Fixed issue with scale not synchronizing properly depending upon the spawn order of NetworkObjects. (#2636)
- Fixed issue position was not properly transitioning between ownership changes with an owner authoritative NetworkTransform. (#2636)
- Fixed issue where a late joining non-owner client could update an owner authoritative NetworkTransform if ownership changed without any updates to position prior to the non-owner client joining. (#2636)
Changed
1.5.2
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.
[1.5.2] - 2023-07-24
Added
Fixed
- Fixed issue where
NetworkClient.OwnedObjects
was not returning any owned objects due to theNetworkClient.IsConnected
not being properly set. (#2631) - Fixed a crash when calling TrySetParent with a null Transform (#2625)
- Fixed issue where a
NetworkTransform
using full precision state updates was losing transform state updates when interpolation was enabled. (#2624) - Fixed issue where
NetworkObject.SpawnWithObservers
was not being honored for late joining clients. (#2623) - Fixed issue where invoking
NetworkManager.Shutdown
multiple times, depending upon the timing, could cause an exception. (#2622) - Fixed issue where removing ownership would not notify the server that it gained ownership. This also resolves the issue where an owner authoritative NetworkTransform would not properly initialize upon removing ownership from a remote client. (#2618)
- Fixed ILPP issues when using CoreCLR and for certain dedicated server builds. (#2614)
- Fixed an ILPP compile error when creating a generic NetworkBehaviour singleton with a static T instance. (#2603)