1.2.0
ashwinimurt
released this
09 Dec 20:07
·
1 commit
to release/1.2.0
since this release
[1.2.0] - 2022-11-21
Added
- Added protected method
NetworkBehaviour.OnSynchronize
which is invoked during the initialNetworkObject
synchronization process. This provides users the ability to include custom serialization information that will be applied to theNetworkBehaviour
prior to theNetworkObject
being spawned. (#2298) - Added support for different versions of the SDK to talk to each other in circumstances where changes permit it. Starting with this version and into future versions, patch versions should be compatible as long as the minor version is the same. (#2290)
- Added
NetworkObject
auto-add helper and Multiplayer Tools install reminder settings to Project Settings. (#2285) - Added
public string DisconnectReason
getter toNetworkManager
andstring Reason
toConnectionApprovalResponse
. Allows connection approval to communicate back a reason. Also addedpublic void DisconnectClient(ulong clientId, string reason)
allowing setting a disconnection reason, when explicitly disconnecting a client. (#2280)
Changed
- Changed 3rd-party
XXHash
(32 & 64) implementation with an in-house reimplementation (#2310) - When
NetworkConfig.EnsureNetworkVariableLengthSafety
is disabledNetworkVariable
fields do not write the additionalushort
size value (which helps to reduce the total synchronization message size), but when enabled it still writes the additionalushort
value. (#2298) - Optimized bandwidth usage by encoding most integer fields using variable-length encoding. (#2276)
Fixed
- Fixed issue where
NetworkTransform
components nested under a parent with aNetworkObject
component (i.e. network prefab) would not have their associatedGameObject
's transform synchronized. (#2298) - Fixed issue where
NetworkObject
s that failed to instantiate could cause the entire synchronization pipeline to be disrupted/halted for a connecting client. (#2298) - Fixed issue where in-scene placed
NetworkObject
s nested under aGameObject
would be added to the orphaned children list causing continual console warning log messages. (#2298) - Custom messages are now properly received by the local client when they're sent while running in host mode. (#2296)
- Fixed issue where the host would receive more than one event completed notification when loading or unloading a scene only when no clients were connected. (#2292)
- Fixed an issue in
UnityTransport
where an error would be logged if the 'Use Encryption' flag was enabled with a Relay configuration that used a secure protocol. (#2289) - Fixed issue where in-scene placed
NetworkObjects
were not honoring theAutoObjectParentSync
property. (#2281) - Fixed the issue where
NetworkManager.OnClientConnectedCallback
was being invoked before in-scene placedNetworkObject
s had been spawned when startingNetworkManager
as a host. (#2277) - Creating a
FastBufferReader
withAllocator.None
will not result in extra memory being allocated for the buffer (since it's owned externally in that scenario). (#2265)
Removed
- Removed the
NetworkObject
auto-add and Multiplayer Tools install reminder settings from the Menu interface. (#2285)