-
Notifications
You must be signed in to change notification settings - Fork 435
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Addressable scene loading #3040
Open
kroecks
wants to merge
119
commits into
Unity-Technologies:develop
Choose a base branch
from
kroecks:addressable
base: develop
Could not load branches
Branch not found: {{ refName }}
Loading
Could not load tags
Nothing to show
Loading
Are you sure you want to change the base?
Some commits from the old base branch may be removed from the timeline,
and old review comments may become outdated.
Open
+42,098
−8,566
Conversation
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
fixing typo. Updating the minimal CI editor to use
Forgot to add the .1 to the end of exp.
removing the error exception
Fixing invalid entry
…istributed-authority-no-ngo-damode
Consolidated NetworkRigidbody and NetworkRigidbody2D into single base class that provides more customizable options for users. NetworkObject no longer implements the Update method in order to check for object scene migration. Instead, it is registered in a table that is updated in the late update prior to sending any messages about objects migrating into a new scene. This removes the added processing per NetworkObject for scenarios where the NetworkObject plays a more passive role (i.e. a sinlge NetworkBehaviour with one or more NetworkVariables). Fixed issue with parenting when using Rigidbody motion in NetworkTransform. Fixed issue with NotMeRpcTarget when in distributed authority mode.
Fixing missing whitespace. Missed a few spots in the NetworkTransformOwnership tests.
…t] (Unity-Technologies#3049) * fix Adding the fixes from Unity-Technologies#3043 * test Adding the tests from Unity-Technologies#3043 * update Adding changelog entry * fix Check for CustomMessageManager existing before invoking.
…ze with newly joining clients (Unity-Technologies#3051) * fix This fixes the issue where a NetworkObject hidden from a client that is promoted to session owner will still be synchronized with newly joining clients. * test The test to validate the fix * update adding changelog entry * style Minor typo
…#3045) * fix Use server time for NetworkVariableBase.LastUpdateSent time deltas when connected to a service or when not the server. * update Adding changelog entry * update adding PR number to entry.
…th parenting transform space transitions (Unity-Technologies#3039) * chore Adding example of using a CharacterController that has no Rigidbody and being able to parent it under a moving and/or rotating body. This uses to be finalized NetworkTransform updates for NGO v2.x.x. * chore adding the manifest file * chore removing packages file * update Adding gitignore * fix Adding an elevator moving body. Fixing issue with disabling the GameObject vs disabling the CharacterController. * update Updating the example to mirror the most recent updates to Unity-Technologies#3013 * Create Readme.md place holder read me * Update Readme.md WIP updates added some additional sections and screenshots * update Adding [CanEditMultipleObjects] to RotatingBodyLogicEditor. Minor scene updates. * Update Readme.md * Update Readme.md * update cleaning up a bit. combining connect disconnect notifications into the extended networkmanager. made the single z-axis motion a path as opposed to the hacky way I did it originally. * update Adding some bumpers for extended networkmanager and selecting a connection type vs the selected network topology and vice versa. * Update Readme.md * update pointing to the develop-2.0.0 branch
…hnologies#3056) * fix Fixing issue where NetworkSpawnManager.ShowHiddenObjectsToNewlyJoinedClient was being invoked on the session owner when scene management is disabled. * test Adding an additional test for NetworkSpawnManager.ShowHiddenObjectsToNewlyJoinedClient validation test that runs with scene management disabled. Adding some additional checks within NetcodeIntegrationTestHelpers to skip any NetworkManagers that were destroyed prior to the final shutdown sequence.
* chore Add unique message when invoking NetworkConnectionManager.DisconnectClient while in a distributed authority session. * fix Make the NetworkTransformEditor use NetworkTransform as the base type so it doesn't show a foldout group when using a non-derived component. * fix Adding ToolTips to NetworkObject (MTTB-184) * fix Just log a warning when developer logging is enabled if a client or server receives a universal RPC message for a NetworkObject that does not exist. * fix Making NetworkAnimator.Awake a protected and virtual method. * style removing using directive. * update Adding changelog entries. * style updating XML API documentation for `NetworkTransform.Teleport`
* fix Only send updates to observers. * test Includes validation test that it only sends updates to observers. * update adding changelog entry.
…ologies#3068) * bumping ngo version to 2.0.0 * adding unreleased header
* update Minor update to some const values * test Adjusting test to handle slower CI VMs as well as logging additional information regarding the time it took to spawn vs the total time the test took.
…e [MTTB-135] (Up-Port) (Unity-Technologies#3075) * fix Fixed issue with the client count not being correct on the host or server side when a client disconnects itself from a session. * test validation tests for the changes/updates to this pr. * update updating the changelog.
…pproval (Unity-Technologies#3078) * fix Apply the position and rotation set by the NetworkManager.ConnectionApprovalResponse when connection approval is enabled and auto-spawn player prefabs is enabled. * test Validation test for this PR * update adding changelog entry
…isabled (Unity-Technologies#3077) * fix When SpawnWithObservers is disabled on player prefab, the instantiated instance should only spawn on the authority side. For client-server this will always be the server/host. For distributed authority this will always be the owner. * test Validation test for the SpawnWithObservers regression bug. * update updating changelog entry
…awn prefab offset (Unity-Technologies#3088) * update Adding OnInstantiated and OnDestroying events to NetworkManager in order to provide the ability to know when a new NetworkManager instance has been instantiated and is being destroyed. * update Fixing an issue where a player would not spawn with its default network prefab instance's position and rotation settings. * test Adding validation test * update adding changelog entries * style Adding CR between Added and entries. * fix Fixing player spawn position for client-server. * test The validation test to validate the player's spawn position will be the prefab's offset if no other values are specified. * style removing using directive not needed.
…ations (Unity-Technologies#3093) * update remove the magic injected number from NT. * update remove magic * update Adding NGO version detection and CMB service development modification capabilities. Updating ConnectionRequestMessage and ConnectionApprovedMessage to use INetworkSerializable structs as a means to communicating a clients configuration and NGO version as well as to receive a configuration from the comb-server. * update Removing logging version number from console when CMB_SERVICE_DEVELOPMENT is not defined. * Add version to service config * update Minor adjustments to handle DAHost mode and to process connection approved message from service. --------- Co-authored-by: EmandM <[email protected]>
…ity-Technologies#3092) * update Update to NetworkObject to assist with the refresh in-scene prefab instances * fix Fixing issue where updating a prefab used as in-scene placed prefab instance(s) would not properly get updated if the root prefab asset was updated to have a NetworkObject component. * update changelog entry
Unity-Technologies#3094) * fix Provide an extended IContactEventHandlerWithInfo that allows users to prioritize which object is being collided with as well as being able to determine if the instance should return non-rigidbody contact events. * update Adding changelog entry. * update Adding associated PR to the entry * style Adding XML API documentation. * fix Assuring the default non-info contact event handler sets priority to the non-kinematic bodies. * test Added validation test for RigidbodyContactEventManager
…chnologies#3096) * fix This fixes the issue with in-scene placed NetworkObjects not being synchronized properly when the session owner generates a scene event type load. The service is not considered an observer and when sending a scene event type load it should send all spawned objects. * update adding changelog entry * update adding associated PR to changelog entry * update covering synchronization too.
… opposed to NGO version (Unity-Technologies#3098) * update This removes the NGO version number from the client configuration in favor of an incremented version number. * update removes the NetworkManager NGO version inspector view code.
…d synchronization (Unity-Technologies#3099) * fix This fixes the issue when using a client-server network topology spawning a player with nested NetworkTransform components would result in loss of the child NetworkTransform component(s) settings/flags which would end up being serialized to the owner client (thus causing invalid synchronization results). * update Adding the changelog entry. * fix The issue is not just for local players but for all prefabs that have nested NetworkTransforms, are owner authoritative, are not owned by the server, and the session instance is using a client-server network topology. * test Adding a test to validate this fix. * update adding PR number to changelog entry
* style Spelling fix for error message * update Expose auto spawn player prefab within the inspector view when multiplayer SDK is installed. Remove the automatic enabling of this property if distributed authority is set. * update moving property down * update adding changelog entries * update Only show the AutoSpawnPlayerPrefabClientSide property in the inspector view if the NetworkManager instance is configured to use the distributed authority network topology.
…sions and more (Unity-Technologies#3081) * fix Provide additional copy of last known current NetworkVariable.Value to be able to compare against the current local value in order to detect if a client without write permissions has modified a collection. * test Updated collections validation tests to spot check the restore known current state when client without write permissions modifies a collection. * update added changelog entry * fix Changing order of operations within CheckDirtyState for clients without write permissions * test Add some spot checks to one of the dictionary tests * fix Fixing issue where upon a client gaining ownership of a NetworkObject that has one or more owner write permission NetworkVariables using a collection type with keyed indices (like a dictionary) can resend already synchronized entries when making a change to the collection causing non-owner clients to throw a key already exists exception. * update Adding changelog entrry * update Adjusted when the NetworkVariable update for ownership change is invoked to account for updates to owner write NetworkVariables within the OnGainedOwnership callback. When changing ownership: - Marking any owner read permissions NetworkVariables as dirty when sending to the new owner (both within NetworkSpawnManager for server-side update and within the NetworkVariableDeltaMessage). - Sending any pending updates to all clients prior to sending the change in ownership message to assure pending updates are synchronized as the owner. When initially synchronizing a client, if a NetworkVariable has a pending state update then send serialize the previously known value(s) to the synchronizing client so when the pending updates are sent they don't duplicate values. * test Adjusting two deferred message tests to not account for a NetworkVariable delta state update message when changing ownership and there are no pending updates. * update updating changelog entries * style * fix This includes additional fixes for NetworkVariable collections that ended up requiring a different approach to how a server forwards NetworkVariable deltas. Now, NetworkVariableDeltaMessage forwards NetworkVariable field deltas immediately after a server has finished processing the deltas (i.e. the keeping a NetworkVariable dirty concept is not used from this point forward). I went ahead and kept the compatibility of this functionality. NetworkVariableDeltaMessage has had its Version incremented as we now send the NetworkDelivery type in order to be able to handle this (it seemed less risky to include this than to try and bubble up this property to all message types). This also separates the duplication of the "original internal value" and the "previous value" until after processing all deltas. If the server has to foward, it forwards first then invokes the PostDeltaRead method that performs the duplication. This includes some minor adjustments to NetworkList in order to adjust to this new order of operations while also preserving the legacy approach. This also includes some adjustments to NetworkBehaviourUpdater where it can force a send (flush) any pending dirty fields when changing ownership. This includes some minor modifications to NetworkObject.PostNetworkVariableWrite. * test Just some updates to two integration tests. These are all primarily for debugging purposes. * update Adding last change log entry for this PR. * style Updated a changelog entry to make it clearer. * fix DAHost fixes: Fixed issue where it was possible to ignore forwarding a change in ownership message to the destination owner if the original owner changed ownership. Fixed issue where it was possible to re-send a change in ownership message back to the original owner if the original owner sent the message. * test Adding and additional test that validates several of the fixes in this PR. * test fix Removing the DAHost testfixture that wasn't supposed to be added. Fixing an issue with the NetworkObjectOwnershipTests when running in DAHost mode. It was passing because the DAHost was sending the ChangeOwnershipMessage back to the owner that changed ownership to another client (without the fix for that in this PR it would send the message to the authority/owner which is why the test was passing). * Update com.unity.netcode.gameobjects/Runtime/Messaging/Messages/NetworkVariableDeltaMessage.cs Co-authored-by: Dominick <[email protected]> * style Updating all instances of k_ServerDeltaForwadingAndNetworkDelivery and replacing with k_ServerDeltaForwardingAndNetworkDelivery --------- Co-authored-by: Dominick <[email protected]>
* fix NetworkPrefabProcessor now marks the default NetworkPrefabsList ScriptableObject asset as dirty if there are new imports OR deletions. * update adding changelog entry * update adding pr number to entry
…ologies#3104) * update changelog to match release version * update version of NGO * bumping ngo version to 2.1.0 --------- Co-authored-by: NoelStephensUnity <[email protected]>
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment
Add this suggestion to a batch that can be applied as a single commit.
This suggestion is invalid because no changes were made to the code.
Suggestions cannot be applied while the pull request is closed.
Suggestions cannot be applied while viewing a subset of changes.
Only one suggestion per line can be applied in a batch.
Add this suggestion to a batch that can be applied as a single commit.
Applying suggestions on deleted lines is not supported.
You must change the existing code in this line in order to create a valid suggestion.
Outdated suggestions cannot be applied.
This suggestion has been applied or marked resolved.
Suggestions cannot be applied from pending reviews.
Suggestions cannot be applied on multi-line comments.
Suggestions cannot be applied while the pull request is queued to merge.
Suggestion cannot be applied right now. Please check back later.
Addressable scene loader changes