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Releases: needle-mirror/com.unity.netcode.gameobjects

1.0.0-pre.8

30 Oct 21:03
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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.

[1.0.0-pre.8] - 2022-04-27

Changed

  • unmanaged structs are no longer universally accepted as RPC parameters because some structs (i.e., structs with pointers in them, such as NativeList<T>) can't be supported by the default memcpy struct serializer. Structs that are intended to be serialized across the network must add INetworkSerializeByMemcpy to the interface list (i.e., struct Foo : INetworkSerializeByMemcpy). This interface is empty and just serves to mark the struct as compatible with memcpy serialization. For external structs you can't edit, you can pass them to RPCs by wrapping them in ForceNetworkSerializeByMemcpy<T>. (#1901)

Removed

  • Removed SIPTransport (#1870)

  • Removed ClientNetworkTransform from the package samples and moved to Boss Room's Utilities package which can be found here.

Fixed

  • Fixed NetworkTransform generating false positive rotation delta checks when rolling over between 0 and 360 degrees. (#1890)
  • Fixed client throwing an exception if it has messages in the outbound queue when processing the NetworkEvent.Disconnect event and is using UTP. (#1884)
  • Fixed issue during client synchronization if 'ValidateSceneBeforeLoading' returned false it would halt the client synchronization process resulting in a client that was approved but not synchronized or fully connected with the server. (#1883)
  • Fixed an issue where UNetTransport.StartServer would return success even if the underlying transport failed to start (#854)
  • Passing generic types to RPCs no longer causes a native crash (#1901)
  • Fixed an issue where calling Shutdown on a NetworkManager that was already shut down would cause an immediate shutdown the next time it was started (basically the fix makes Shutdown idempotent). (#1877)

1.0.0-pre.7

30 Oct 21:03
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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.

[1.0.0-pre.7] - 2022-04-01

Added

  • Added editor only check prior to entering into play mode if the currently open and active scene is in the build list and if not displays a dialog box asking the user if they would like to automatically add it prior to entering into play mode. (#1828)
  • Added UnityTransport implementation and com.unity.transport package dependency (#1823)
  • Added NetworkVariableWritePermission to NetworkVariableBase and implemented Owner client writable netvars. (#1762)
  • UnityTransport settings can now be set programmatically. (#1845)
  • FastBufferWriter and Reader IsInitialized property. (#1859)

Changed

  • Updated UnityTransport dependency on com.unity.transport to 1.0.0 (#1849)

Removed

  • Removed SnapshotSystem (#1852)
  • Removed com.unity.modules.animation, com.unity.modules.physics and com.unity.modules.physics2d dependencies from the package (#1812)
  • Removed com.unity.collections dependency from the package (#1849)

Fixed

  • Fixed in-scene placed NetworkObjects not being found/ignored after a client disconnects and then reconnects. (#1850)
  • Fixed issue where UnityTransport send queues were not flushed when calling DisconnectLocalClient or DisconnectRemoteClient. (#1847)
  • Fixed NetworkBehaviour dependency verification check for an existing NetworkObject not searching from root parent transform relative GameObject. (#1841)
  • Fixed issue where entries were not being removed from the NetworkSpawnManager.OwnershipToObjectsTable. (#1838)
  • Fixed ClientRpcs would always send to all connected clients by default as opposed to only sending to the NetworkObject's Observers list by default. (#1836)
  • Fixed clarity for NetworkSceneManager client side notification when it receives a scene hash value that does not exist in its local hash table. (#1828)
  • Fixed client throws a key not found exception when it times out using UNet or UTP. (#1821)
  • Fixed network variable updates are no longer limited to 32,768 bytes when NetworkConfig.EnsureNetworkVariableLengthSafety is enabled. The limits are now determined by what the transport can send in a message. (#1811)
  • Fixed in-scene NetworkObjects get destroyed if a client fails to connect and shuts down the NetworkManager. (#1809)
  • Fixed user never being notified in the editor that a NetworkBehaviour requires a NetworkObject to function properly. (#1808)
  • Fixed PlayerObjects and dynamically spawned NetworkObjects not being added to the NetworkClient's OwnedObjects (#1801)
  • Fixed issue where NetworkManager would continue starting even if the NetworkTransport selected failed. (#1780)
  • Fixed issue when spawning new player if an already existing player exists it does not remove IsPlayer from the previous player (#1779)
  • Fixed lack of notification that NetworkManager and NetworkObject cannot be added to the same GameObject with in-editor notifications (#1777)
  • Fixed parenting warning printing for false positives (#1855)

1.0.0-pre.6

30 Oct 21:03
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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.

[1.0.0-pre.6] - 2022-03-02

Added

  • NetworkAnimator now properly synchrhonizes all animation layers as well as runtime-adjusted weighting between them (#1765)
  • Added first set of tests for NetworkAnimator - parameter syncing, trigger set / reset, override network animator (#1735)

Changed

Fixed

  • Fixed an issue where sometimes the first client to connect to the server could see messages from the server as coming from itself. (#1683)
  • Fixed an issue where clients seemed to be able to send messages to ClientId 1, but these messages would actually still go to the server (id 0) instead of that client. (#1683)
  • Improved clarity of error messaging when a client attempts to send a message to a destination other than the server, which isn't allowed. (#1683)
  • Disallowed async keyword in RPCs (#1681)
  • Fixed an issue where Alpha release versions of Unity (version 2022.2.0a5 and later) will not compile due to the UNet Transport no longer existing (#1678)
  • Fixed messages larger than 64k being written with incorrectly truncated message size in header (#1686) (credit: @kaen)
  • Fixed overloading RPC methods causing collisions and failing on IL2CPP targets. (#1694)
  • Fixed spawn flow to propagate IsSceneObject down to children NetworkObjects, decouple implicit relationship between object spawning & IsSceneObject flag (#1685)
  • Fixed error when serializing ConnectionApprovalMessage with scene management disabled when one or more objects is hidden via the CheckObjectVisibility delegate (#1720)
  • Fixed CheckObjectVisibility delegate not being properly invoked for connecting clients when Scene Management is enabled. (#1680)
  • Fixed NetworkList to properly call INetworkSerializable's NetworkSerialize() method (#1682)
  • Fixed NetworkVariables containing more than 1300 bytes of data (such as large NetworkLists) no longer cause an OverflowException (the limit on data size is now whatever limit the chosen transport imposes on fragmented NetworkDelivery mechanisms) (#1725)
  • Fixed ServerRpcParams and ClientRpcParams must be the last parameter of an RPC in order to function properly. Added a compile-time check to ensure this is the case and trigger an error if they're placed elsewhere (#1721)
  • Fixed FastBufferReader being created with a length of 1 if provided an input of length 0 (#1724)
  • Fixed The NetworkConfig's checksum hash includes the NetworkTick so that clients with a different tickrate than the server are identified and not allowed to connect (#1728)
  • Fixed OwnedObjects not being properly modified when using ChangeOwnership (#1731)
  • Improved performance in NetworkAnimator (#1735)
  • Removed the "always sync" network animator (aka "autosend") parameters (#1746)

1.0.0-pre.5

30 Oct 21:02
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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.

[1.0.0-pre.5] - 2022-01-26

Added

  • Added PreviousValue in NetworkListEvent, when Value has changed (#1528)

Changed

  • NetworkManager's GameObject is no longer allowed to be nested under one or more GameObject(s).(#1484)
  • NetworkManager DontDestroy property was removed and now NetworkManager always is migrated into the DontDestroyOnLoad scene. (#1484)

Fixed

  • Fixed network tick value sometimes being duplicated or skipped. (#1614)
  • Fixed The ClientNetworkTransform sample script to allow for owner changes at runtime. (#1606)

1.0.0-pre.3

30 Oct 21:02
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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.

[1.0.0-pre.3] - 2021-10-22

Added

  • ResetTrigger function to NetworkAnimator (#1327)

Fixed

  • Overflow exception when syncing Animator state. (#1327)
  • Added try/catch around RPC calls, preventing exception from causing further RPC calls to fail (#1329)
  • Fixed an issue where ServerClientId and LocalClientId could have the same value, causing potential confusion, and also fixed an issue with the UNet where the server could be identified with two different values, one of which might be the same as LocalClientId, and the other of which would not.(#1368)
  • IL2CPP would not properly compile (#1359)

1.0.0-pre.4

30 Oct 21:02
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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.

[1.0.0-pre.4] - 2021-01-04

Added

  • Added com.unity.modules.physics and com.unity.modules.physics2d package dependencies (#1565)

Removed

  • Removed com.unity.modules.ai package dependency (#1565)
  • Removed FixedQueue, StreamExtensions, TypeExtensions (#1398)

Fixed

  • Fixed in-scene NetworkObjects that are moved into the DDOL scene not getting restored to their original active state (enabled/disabled) after a full scene transition (#1354)
  • Fixed invalid IL code being generated when using this instead of this ref for the FastBufferReader/FastBufferWriter parameter of an extension method. (#1393)
  • Fixed an issue where if you are running as a server (not host) the LoadEventCompleted and UnloadEventCompleted events would fire early by the NetworkSceneManager (#1379)
  • Fixed a runtime error when sending an array of an INetworkSerializable type that's implemented as a struct (#1402)
  • NetworkConfig will no longer throw an OverflowException in GetConfig() when ForceSamePrefabs is enabled and the number of prefabs causes the config blob size to exceed 1300 bytes. (#1385)
  • Fixed NetworkVariable not calling NetworkSerialize on INetworkSerializable types (#1383)
  • Fixed NullReferenceException on ImportReferences call in NetworkBehaviourILPP (#1434)
  • Fixed NetworkObjects not being despawned before they are destroyed during shutdown for client, host, and server instances. (#1390)
  • Fixed KeyNotFound exception when removing ownership of a newly spawned NetworkObject that is already owned by the server. (#1500)
  • Fixed NetworkManager.LocalClient not being set when starting as a host. (#1511)
  • Fixed a few memory leak cases when shutting down NetworkManager during Incoming Message Queue processing. (#1323)

Changed

  • The SDK no longer limits message size to 64k. (The transport may still impose its own limits, but the SDK no longer does.) (#1384)
  • Updated com.unity.collections to 1.1.0 (#1451)

1.0.0-pre.2

30 Oct 21:02
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Changelog

All notable changes to this project will be documented in this file.

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.

[1.0.0-pre.2] - 2020-12-20

Added

  • Associated Known Issues for the 1.0.0-pre.1 release in the changelog

Changed

  • Updated label for 1.0.0-pre.1 changelog section

[1.0.0-pre.1] - 2020-12-20

Added

  • Added ClientNetworkTransform sample to the SDK package (#1168)
  • Added Bootstrap sample to the SDK package (#1140)
  • Enhanced NetworkSceneManager implementation with additive scene loading capabilities (#1080, #955, #913)
    • NetworkSceneManager.OnSceneEvent provides improved scene event notificaitons
  • Enhanced NetworkTransform implementation with per axis/component based and threshold based state replication (#1042, #1055, #1061, #1084, #1101)
  • Added a jitter-resistent BufferedLinearInterpolator<T> for NetworkTransform (#1060)
  • Implemented NetworkPrefabHandler that provides support for object pooling and NetworkPrefab overrides (#1073, #1004, #977, #905,#749, #727)
  • Implemented auto NetworkObject transform parent synchronization at runtime over the network (#855)
  • Adopted Unity C# Coding Standards in the codebase with .editorconfig ruleset (#666, #670)
  • When a client tries to spawn a NetworkObject an exception is thrown to indicate unsupported behavior. (#981)
  • Added a NetworkTime and NetworkTickSystem which allows for improved control over time and ticks. (#845)
  • Added a OnNetworkDespawn function to NetworkObject which gets called when a NetworkObject gets despawned and can be overriden. (#865)
  • Added SnapshotSystem that would allow variables and spawn/despawn messages to be sent in blocks (#805, #852, #862, #963, #1012, #1013, #1021, #1040, #1062, #1064, #1083, #1091, #1111, #1129, #1166, #1192)
    • Disabled by default for now, except spawn/despawn messages
    • Will leverage unreliable messages with eventual consistency
  • NetworkBehaviour and NetworkObject's NetworkManager instances can now be overriden (#762)
  • Added metrics reporting for the new network profiler if the Multiplayer Tools package is present (#1104, #1089, #1096, #1086, #1072, #1058, #960, #897, #891, #878)
  • NetworkBehaviour.IsSpawned a quick (and stable) way to determine if the associated NetworkObject is spawned (#1190)
  • Added NetworkRigidbody and NetworkRigidbody2D components to support networking Rigidbody and Rigidbody2D components (#1202, #1175)
  • Added NetworkObjectReference and NetworkBehaviourReference structs which allow to sending NetworkObject/Behaviours over RPCs/NetworkVariables (#1173)
  • Added NetworkAnimator component to support networking Animator component (#1281, #872)

Changed

  • Bumped minimum Unity version, renamed package as "Unity Netcode for GameObjects", replaced MLAPI namespace and its variants with Unity.Netcode namespace and per asm-def variants (#1007, #1009, #1015, #1017, #1019, #1025, #1026, #1065)
    • Minimum Unity version:
      • 2019.4 → 2020.3+
    • Package rename:
      • Display name: MLAPI Networking LibraryNetcode for GameObjects
      • Name: com.unity.multiplayer.mlapicom.unity.netcode.gameobjects
      • Updated package description
    • All MLAPI.x namespaces are replaced with Unity.Netcode
      • MLAPI.MessagingUnity.Netcode
      • MLAPI.ConnectionUnity.Netcode
      • MLAPI.LoggingUnity.Netcode
      • MLAPI.SceneManagementUnity.Netcode
      • and other MLAPI.x variants to Unity.Netcode
    • All assembly definitions are renamed with Unity.Netcode.x variants
      • Unity.Multiplayer.MLAPI.RuntimeUnity.Netcode.Runtime
      • Unity.Multiplayer.MLAPI.EditorUnity.Netcode.Editor
      • and other Unity.Multiplayer.MLAPI.x variants to Unity.Netcode.x variants
  • Renamed Prototyping namespace and assembly definition to Components (#1145)
  • Changed NetworkObject.Despawn(bool destroy) API to default to destroy = true for better usability (#1217)
  • Scene registration in NetworkManager is now replaced by Build Setttings → Scenes in Build List (#1080)
  • NetworkSceneManager.SwitchScene has been replaced by NetworkSceneManager.LoadScene (#955)
  • NetworkManager, NetworkConfig, and NetworkSceneManager scene registration replaced with scenes in build list (#1080)
  • GlobalObjectIdHash replaced PrefabHash and PrefabHashGenerator for stability and consistency (#698)
  • NetworkStart has been renamed to OnNetworkSpawn. (#865)
  • Network variable cleanup - eliminated shared mode, variables are server-authoritative (#1059, #1074)
  • NetworkManager and other systems are no longer singletons/statics (#696, #705, #706, #737, #738, #739, #746, #747, #763, #765, #766, #783, #784, #785, #786, #787, #788)
  • Changed INetworkSerializable.NetworkSerialize method signature to use BufferSerializer<T> instead of NetworkSerializer (#1187)
  • Changed CustomMessagingManager's methods to use FastBufferWriter and FastBufferReader instead of Stream (#1187)
  • Reduced internal runtime allocations by removing LINQ calls and replacing managed lists/arrays with native collections (#1196)

Removed

  • Removed NetworkNavMeshAgent (#1150)
  • Removed NetworkDictionary, NetworkSet (#1149)
  • Removed NetworkVariableSettings (#1097)
  • Removed predefined NetworkVariable<T> types (#1093)
    • Removed NetworkVariableBool, NetworkVariableByte, NetworkVariableSByte, NetworkVariableUShort, NetworkVariableShort, NetworkVariableUInt, NetworkVariableInt, NetworkVariableULong, NetworkVariableLong, NetworkVariableFloat, NetworkVariableDouble, NetworkVariableVector2, NetworkVariableVector3, NetworkVariableVector4, NetworkVariableColor, NetworkVariableColor32, NetworkVariableRay, NetworkVariableQuaternion
  • Removed NetworkChannel and MultiplexTransportAdapter (#1133)
  • Removed ILPP backend for 2019.4, minimum required version is 2020.3+ (#895)
  • NetworkManager.NetworkConfig had the following properties removed: (#1080)
    • Scene Registrations no longer exists
    • Allow Runtime Scene Changes was no longer needed and was removed
  • Removed the NetworkObject.Spawn payload parameter (#1005)
  • Removed ProfilerCounter, the original MLAPI network profiler, and the built-in network profiler module (2020.3). A replacement can now be found in the Multiplayer Tools package. (#1048)
  • Removed UNet RelayTransport and related relay functionality in UNetTransport (#1081)
  • Removed UpdateStage parameter from ServerRpcSendParams and ClientRpcSendParams (#1187)
  • Removed NetworkBuffer, NetworkWriter, NetworkReader, NetworkSerializer, PooledNetworkBuffer, PooledNetworkWriter, and PooledNetworkReader (#1187)
  • Removed EnableNetworkVariable in NetworkConfig, it is always enabled now (#1179)
  • Removed NetworkTransform's FixedSendsPerSecond, AssumeSyncedSends, InterpolateServer, ExtrapolatePosition, MaxSendsToExtrapolate, Channel, EnableNonProvokedResendChecks, DistanceSendrate (#1060) (#826) (#1042, #1055, #1061, #1084, #1101)
  • Removed NetworkManager's StopServer(), StopClient() and StopHost() methods and replaced with single NetworkManager.Shutdown() method for all (#1108)

Fixed

  • Fixed ServerRpc ownership check to Debug.LogError instead of Debug.LogWarning (#1126)
  • Fixed NetworkObject.OwnerClientId property changing before NetworkBehaviour.OnGainedOwnership() callback (#1092)
  • Fixed NetworkBehaviourILPP to iterate over all types in an assembly (#803)
  • Fixed cross-asmdef RPC ILPP by importing types into external assemblies (#678)
  • Fixed NetworkManager shutdown when quitting the application or switching scenes (#1011)
    • Now NetworkManager shutdowns correctly and despawns existing NetworkObjects
  • Fixed Only one PlayerPrefab can be selected on NetworkManager inspector UI in the editor (#676)
  • Fixed connection approval not being triggered for host (#675)
  • Fixed various situations where messages could be processed in an invalid order, resulting in errors (#948, #1187, #1218)
  • Fixed NetworkVariables being default-initialized on the client instead of being initialized with the desired value (#1266)
  • Improved runtime performance and reduced GC pressure (#1187)
  • Fixed #915 - clients are receiving data from objects not visible to them (#1099)
  • Fixed NetworkTransform's "late join" issues, NetworkTransform now uses NetworkVariables instead of RPCs (#826)
  • Throw an exception for silent failure when a client tries to get another player's PlayerObject, it is now only allowed on the server-side (#844)

Known Issues

  • NetworkVariable does not serialize INetworkSerializable types through their NetworkSerialize implementation
  • NetworkObjects marked as DontDestroyOnLoad are disabled during some network scene transitions
  • NetworkTransform interpolates from the origin when switching Local Space synchronization
  • Exceptions thrown in OnNetworkSpawn user code for an object will prevent the callback in other objects
  • Cannot send an array of INetworkSerializable in RPCs
  • ILPP generation fails with special characters in project path

[0.2.0] - 2021-06-03

WIP version increment to pass package validation checks. Changelog & final version number TBD.

[0.1.1] - 2021-06-01

This is hotfix v0.1.1 for the initial experimental Unity MLAPI Package.

Changed

  • Fixed issue with the Unity Registry package version missing some fixes from the v0.1.0 release.

[0.1.0] - 2021-03-23

This is the initial experimental Unity MLAPI Package, v0.1.0.

Added

  • Refactored a new standard for Remote Procedure Call (RPC) in MLAPI which provides increased performance, significantly reduced bo...
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