Releases
1.2.0
Added ComponentStateSync to examples. This new SyncType uses the custom SyncType feature to synchronize components enabled/disabled states.
Improved DefaultPrefabObjects compatibility over cloned projects. These changes should alleviate prefab mismatch errors.
Improved NetworkTransform. It now has considerably better replication and can withstand harsh network conditions much better as well.
Added NetworkTransform Pro; available to supporters. This unlocks parent synchronization and extrapolation.
Added NetworkAnimator Pro; available to supporters. This unlocks choosing which parameters to synchronize.
Added Collider Rollback/Lag Compensation Pro; available to supporters.
Added TimeManager.TickPercent, to know how far into the next tick the client or server is.
Fixed HUD example not allowing Server socket to be toggled after server failed to initialize due to the port being unavailable.
Improved ping abuse checks no longer apply when running server as editor.
Improved codegen now errors when using a SyncObject type without the proper attribute.
Improved missing sceneId error message to be more descriptive.
Fixed codegen errors when a synchronizing type was in another assembly and inherited from NetworkBehaviour.
Changed IsOwner no longer returns true in Update before client callbacks when running as host.
Improved (removed) allocations in NetworkTransform.
Improved (removed) allocations in Reader.
Improved (removed) allocations in Tugboat.
Improved ByteArrayPool for less resize chances.
Changed ByteArrayPool useConcurrent option is now gone.
Fixed Unity stripping needed code from Android builds.
Added NetworkAnimator.SendAll, which force sends the entire animator state and all current values.
Improved XML on PlayerSpawner.
Added ClientManager.OnAuthenticated.
Added more verbose state changes for server and client connections.
Added Writer now allows users to send null NetworkBehaviours.
Changed NetworkObjects.NetworkBehaviours now includes disabled NetworkBehaviours.
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