1.3.1
If coming from Fish-Networking 1.2.0.Nightly.0 or lower and NOT updating from the asset store delete your FishNet folder first.
- Improved MirrorUpgrade tool to support Mirror57x+.
- Improved objectIds are randomized in release builds.
- (Pro) Added Yak transport, an offline transport which doesn't create sockets.
- (Pro) Added automatic build code stripping.
- Fixed SceneManager not clearing values when the server would disconnect.
- Improved several logging and codegen messages.
- Fixed clientId and RPCLinks not working properly after exceeding 32,767 concurrent connections or spawned objects.
- Added Configuration window under Fish-Networking menu.
- Added additional IL2CPP support for older Android devices.
- Improved PredictedRigidbody.
- Changed RigidbodyPrediction default prediction ratio to 0f.
- Added PredictedRigidbody2D.
- Fixed scene objects being disabled on clients with NetworkObject.IsNetworked unchecked.
- Fixed SceneManager unloading scenes that were in scenes to be loaded, while using SceneLoadData.ReplaceOption.
- Fixed incorrect parsing when sending multiple split packets in the same tick, one immediately after the other.
- Added RPC overloading support.
- Fixed ServerManager not sending Id to owner with ShareIds off.
- Changed NetworkTransform send checks from OnTick to OnPostTick.
- Improved Pro tools now only show locked message if user does not have Pro.
- Fixed NetworkTransform in rare cases not completing a rotation with extremely low tick rates.
- Improved NetworkTransform movement by turning on a feature that wasn't supposed to be turned off.
- Improved Physics simulation mode and times revert to user settings on exit/stop play.
- Improved codegen warns against directly accessing SyncVars which are being inherited from different assemblies.
- Fixed broadcasts no longer warn when nothing is registered to a broadcast.
- Fixed Client/ServerAttribute creating IL errors when used on a static method in a class that inherited NetworkBehaviour.
- Added Manually Refresh Default Prefabs button to NetworkManager inspector.
- Fixed Tugboat client timeout sometimes not working in editor.
- Fixed scene objects sometimes not spawning when using Enter Play Mode Options with Reload Domain unchecked, and Reload Scene checked.
- Fixed SyncType values not resetting on scene objects when server or client were stopped, while also not exiting play mode.
- Improved TimeManager.TicksToTime to now take an optional boolean for using LocalTick or Tick.
- Added TimeManager.TicksToTimeDouble methods.
- Removed old files.
- Fixed ClientAttribute.RequireOwnership not working properly.
- Added more constructors to SceneLoadData.
- Added RunLocally field to all RPC attributes. This allows the logic to run on the caller as well send the RPC.
- Improved disabled socket timeout when acting as host.
- Added TimeManager.SetTickRate to allow setting TickRate at runtime. This change must be synchronized manually.
- Improved when server frame rate is default value(9999) it changes to tick rate.
- Removed ServerManager.MaximumClientMTU. This feature will be greatly improved upon over the next release.