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Added tooltips for all of the NetworkObject component's properties. (#3052)
Added message size validation to named and unnamed message sending functions for better error messages. (#3049)
Added "Check for NetworkObject Component" property to the Multiplayer->Netcode for GameObjects project settings. When disabled, this will bypass the in-editor NetworkObject check on NetworkBehaviour components. (#3031)
Added NetworkTransform.SwitchTransformSpaceWhenParented property that, when enabled, will handle the world to local, local to world, and local to local transform space transitions when interpolation is enabled. (#3013)
Added NetworkTransform.TickSyncChildren that, when enabled, will tick synchronize nested and/or child NetworkTransform components to eliminate any potential visual jittering that could occur if the NetworkTransform instances get into a state where their state updates are landing on different network ticks. (#3013)
Added NetworkObject.AllowOwnerToParent property to provide the ability to allow clients to parent owned objects when running in a client-server network topology. (#3013)
Added NetworkObject.SyncOwnerTransformWhenParented property to provide a way to disable applying the server's transform information in the parenting message on the client owner instance which can be useful for owner authoritative motion models. (#3013)
Added NetcodeEditorBase editor helper class to provide easier modification and extension of the SDK's components. (#3013)
Fixed
Fixed issue where NetworkAnimator would send updates to non-observer clients. (#3057)
Fixed issue where an exception could occur when receiving a universal RPC for a NetworkObject that has been despawned. (#3052)
Fixed issue where a NetworkObject hidden from a client that is then promoted to be session owner was not being synchronized with newly joining clients.(#3051)
Fixed issue where clients could have a wrong time delta on NetworkVariableBase which could prevent from sending delta state updates. (#3045)
Fixed issue where setting a prefab hash value during connection approval but not having a player prefab assigned could cause an exception when spawning a player. (#3042)
Fixed issue where the NetworkSpawnManager.HandleNetworkObjectShow could throw an exception if one of the NetworkObject components to show was destroyed during the same frame. (#3030)
Fixed issue where the NetworkManagerHelper was continuing to check for hierarchy changes when in play mode. (#3026)
Fixed issue with newly/late joined clients and NetworkTransform synchronization of parented NetworkObject instances. (#3013)
Fixed issue with smooth transitions between transform spaces when interpolation is enabled (requires NetworkTransform.SwitchTransformSpaceWhenParented to be enabled). (#3013)
Changed
Changed NetworkTransformEditor now uses NetworkTransform as the base type class to assure it doesn't display a foldout group when using the base NetworkTransform component class. (#3052)
Changed NetworkAnimator.Awake is now a protected virtual method. (#3052)
Changed when invoking NetworkManager.ConnectionManager.DisconnectClient during a distributed authority session a more appropriate message is logged. (#3052)
Changed NetworkTransformEditor so it now derives from NetcodeEditorBase. (#3013)
Changed NetworkRigidbodyBaseEditor so it now derives from NetcodeEditorBase. (#3013)
Changed NetworkManagerEditor so it now derives from NetcodeEditorBase. (#3013)