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Releases: Unity-Technologies/com.unity.netcode.gameobjects

1.5.2

01 Aug 14:27
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[1.5.2] - 2023-07-24

Fixed

  • Fixed issue where NetworkClient.OwnedObjects was not returning any owned objects due to the NetworkClient.IsConnected not being properly set. (#2631)
  • Fixed a crash when calling TrySetParent with a null Transform (#2625)
  • Fixed issue where a NetworkTransform using full precision state updates was losing transform state updates when interpolation was enabled. (#2624)
  • Fixed issue where NetworkObject.SpawnWithObservers was not being honored for late joining clients. (#2623)
  • Fixed issue where invoking NetworkManager.Shutdown multiple times, depending upon the timing, could cause an exception. (#2622)
  • Fixed issue where removing ownership would not notify the server that it gained ownership. This also resolves the issue where an owner authoritative NetworkTransform would not properly initialize upon removing ownership from a remote client. (#2618)
  • Fixed ILPP issues when using CoreCLR and for certain dedicated server builds. (#2614)
  • Fixed an ILPP compile error when creating a generic NetworkBehaviour singleton with a static T instance. (#2603)

1.5.1

14 Jun 16:19
7a969f8
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[1.5.1] - 2023-05-24

Added

  • Added support for serializing NativeArray<> and NativeList<> in FastBufferReader/FastBufferWriter, BufferSerializer, NetworkVariable, and RPCs. (To use NativeList<>, add UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT to your Scripting Define Symbols in Project Settings > Player) (#2375)
  • The location of the automatically-created default network prefab list can now be configured (#2544)
  • Added: Message size limits (max single message and max fragmented message) can now be set using NetworkManager.MaximumTransmissionUnitSize and NetworkManager.MaximumFragmentedMessageSize for transports that don't work with the default values (#2530)
  • Added NetworkObject.SpawnWithObservers property (default is true) that when set to false will spawn a NetworkObject with no observers and will not be spawned on any client until NetworkObject.NetworkShow is invoked. (#2568)

Fixed

  • Fixed: Fixed a null reference in codegen in some projects (#2581)
  • Fixed issue where the OnClientDisconnected client identifier was incorrect after a pending client connection was denied. (#2569)
  • Fixed warning "Runtime Network Prefabs was not empty at initialization time." being erroneously logged when no runtime network prefabs had been added (#2565)
  • Fixed issue where some temporary debug console logging was left in a merged PR. (#2562)
  • Fixed the "Generate Default Network Prefabs List" setting not loading correctly and always reverting to being checked. (#2545)
  • Fixed issue where users could not use NetworkSceneManager.VerifySceneBeforeLoading to exclude runtime generated scenes from client synchronization. (#2550)
  • Fixed missing value on NetworkListEvent for EventType.RemoveAt events. (#2542,#2543)
  • Fixed issue where parenting a NetworkTransform under a transform with a scale other than Vector3.one would result in incorrect values on non-authoritative instances. (#2538)
  • Fixed issue where a server would include scene migrated and then despawned NetworkObjects to a client that was being synchronized. (#2532)
  • Fixed the inspector throwing exceptions when attempting to render NetworkVariables of enum types. (#2529)
  • Making a NetworkVariable with an INetworkSerializable type that doesn't meet the new() constraint will now create a compile-time error instead of an editor crash (#2528)
  • Fixed Multiplayer Tools package installation docs page link on the NetworkManager popup. (#2526)
  • Fixed an exception and error logging when two different objects are shown and hidden on the same frame (#2524)
  • Fixed a memory leak in UnityTransport that occurred if StartClient failed. (#2518)
  • Fixed issue where a client could throw an exception if abruptly disconnected from a network session with one or more spawned NetworkObject(s). (#2510)
  • Fixed issue where invalid endpoint addresses were not being detected and returning false from NGO UnityTransport. (#2496)
  • Fixed some errors that could occur if a connection is lost and the loss is detected when attempting to write to the socket. (#2495)

Changed

  • Adding network prefabs before NetworkManager initialization is now supported. (#2565)
  • Connecting clients being synchronized now switch to the server's active scene before spawning and synchronizing NetworkObjects. (#2532)
  • Updated UnityTransport dependency on com.unity.transport to 1.3.4. (#2533)
  • Improved performance of NetworkBehaviour initialization by replacing reflection when initializing NetworkVariables with compile-time code generation, which should help reduce hitching during additive scene loads. (#2522)

1.4.0

29 Apr 00:02
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[1.4.0] - 2023-04-10

Added

  • Added a way to access the GlobalObjectIdHash via PrefabIdHash for use in the Connection Approval Callback. (#2437)
  • Added OnServerStarted and OnServerStopped events that will trigger only on the server (or host player) to notify that the server just started or is no longer active (#2420)
  • Added OnClientStarted and OnClientStopped events that will trigger only on the client (or host player) to notify that the client just started or is no longer active (#2420)
  • Added NetworkTransform.UseHalfFloatPrecision property that, when enabled, will use half float values for position, rotation, and scale. This yields a 50% bandwidth savings a the cost of precision. (#2388)
  • Added NetworkTransform.UseQuaternionSynchronization property that, when enabled, will synchronize the entire quaternion. (#2388)
  • Added NetworkTransform.UseQuaternionCompression property that, when enabled, will use a smallest three implementation reducing a full quaternion synchronization update to the size of an unsigned integer. (#2388)
  • Added NetworkTransform.SlerpPosition property that, when enabled along with interpolation being enabled, will interpolate using Vector3.Slerp. (#2388)
  • Added BufferedLinearInterpolatorVector3 that replaces the float version, is now used by NetworkTransform, and provides the ability to enable or disable Slerp. (#2388)
  • Added HalfVector3 used for scale when half float precision is enabled. (#2388)
  • Added HalfVector4 used for rotation when half float precision and quaternion synchronization is enabled. (#2388)
  • Added HalfVector3DeltaPosition used for position when half float precision is enabled. This handles loss in position precision by updating only the delta position as opposed to the full position. (#2388)
  • Added NetworkTransform.GetSpaceRelativePosition and NetworkTransform.GetSpaceRelativeRotation helper methods to return the proper values depending upon whether local or world space. (#2388)
  • Added NetworkTransform.OnAuthorityPushTransformState virtual method that is invoked just prior to sending the NetworkTransformState to non-authoritative instances. This provides users with the ability to obtain more precise delta values for prediction related calculations. (#2388)
  • Added NetworkTransform.OnNetworkTransformStateUpdated virtual method that is invoked just after the authoritative NetworkTransformState is applied. This provides users with the ability to obtain more precise delta values for prediction related calculations. (#2388)
  • Added NetworkTransform.OnInitializevirtual method that is invoked after the NetworkTransform has been initialized or re-initialized when ownership changes. This provides for a way to make adjustments when NetworkTransform is initialized (i.e. resetting client prediction etc) (#2388)
  • Added NetworkObject.SynchronizeTransform property (default is true) that provides users with another way to help with bandwidth optimizations where, when set to false, the NetworkObject's associated transform will not be included when spawning and/or synchronizing late joining players. (#2388)
  • Added NetworkSceneManager.ActiveSceneSynchronizationEnabled property, disabled by default, that enables client synchronization of server-side active scene changes. (#2383)
  • Added NetworkObject.ActiveSceneSynchronization, disabled by default, that will automatically migrate a NetworkObject to a newly assigned active scene. (#2383)
  • Added NetworkObject.SceneMigrationSynchronization, enabled by default, that will synchronize client(s) when a NetworkObject is migrated into a new scene on the server side via SceneManager.MoveGameObjectToScene. (#2383)

Changed

  • Made sure the CheckObjectVisibility delegate is checked and applied, upon NetworkShow attempt. Found while supporting (#2454), although this is not a fix for this (already fixed) issue. (#2463)
  • Changed NetworkTransform authority handles delta checks on each new network tick and no longer consumes processing cycles checking for deltas for all frames in-between ticks. (#2388)
  • Changed the NetworkTransformState structure is now public and now has public methods that provide access to key properties of the NetworkTransformState structure. (#2388)
  • Changed NetworkTransform interpolation adjusts its interpolation "ticks ago" to be 2 ticks latent if it is owner authoritative and the instance is not the server or 1 tick latent if the instance is the server and/or is server authoritative. (#2388)
  • Updated NetworkSceneManager to migrate dynamically spawned NetworkObjects with DestroyWithScene set to false into the active scene if their current scene is unloaded. (#2383)
  • Updated the server to synchronize its local NetworkSceneManager.ClientSynchronizationMode during the initial client synchronization. (#2383)

Fixed

  • Fixed issue where during client synchronization the synchronizing client could receive a ObjectSceneChanged message before the client-side NetworkObject instance had been instantiated and spawned. (#2502)
  • Fixed issue where NetworkAnimator was building client RPC parameters to exclude the host from sending itself messages but was not including it in the ClientRpc parameters. (#2492)
  • Fixed issue where NetworkAnimator was not properly detecting and synchronizing cross fade initiated transitions. (#2481)
  • Fixed issue where NetworkAnimator was not properly synchronizing animation state updates. (#2481)
  • Fixed float NetworkVariables not being rendered properly in the inspector of NetworkObjects. (#2441)
  • Fixed an issue where Named Message Handlers could remove themselves causing an exception when the metrics tried to access the name of the message.(#2426)
  • Fixed registry of public NetworkVariables in derived NetworkBehaviours (#2423)
  • Fixed issue where runtime association of Animator properties to AnimationCurves would cause NetworkAnimator to attempt to update those changes. (#2416)
  • Fixed issue where NetworkAnimator would not check if its associated Animator was valid during serialization and would spam exceptions in the editor console. (#2416)
  • Fixed issue with a child's rotation rolling over when interpolation is enabled on a NetworkTransform. Now using half precision or full quaternion synchronization will always update all axis. (#2388)
  • Fixed issue where NetworkTransform was not setting the teleport flag when the NetworkTransform.InLocalSpace value changed. This issue only impacted NetworkTransform when interpolation was enabled. (#2388)
  • Fixed issue when the NetworkSceneManager.ClientSynchronizationMode is LoadSceneMode.Additive and the server changes the currently active scene prior to a client connecting then upon a client connecting and being synchronized the NetworkSceneManager would clear its internal ScenePlacedObjects list that could already be populated. (#2383)
  • Fixed issue where a client would load duplicate scenes of already preloaded scenes during the initial client synchronization and NetworkSceneManager.ClientSynchronizationMode was set to LoadSceneMode.Additive. (#2383)

1.3.1

11 Apr 17:39
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[1.3.1] - 2023-03-27

Added

  • Added detection and graceful handling of corrupt packets for additional safety. (#2419)

Changed

  • The UTP component UI has been updated to be more user-friendly for new users by adding a simple toggle to switch between local-only (127.0.0.1) and remote (0.0.0.0) binding modes, using the toggle "Allow Remote Connections" (#2408)
  • Updated UnityTransport dependency on com.unity.transport to 1.3.3. (#2450)
  • NetworkShow() of NetworkObjects are delayed until the end of the frame to ensure consistency of delta-driven variables like NetworkList.
  • Dirty NetworkObject are reset at end-of-frame and not at serialization time.
  • NetworkHide() of an object that was just NetworkShow()n produces a warning, as remote clients will not get a spawn/despawn pair.
  • Renamed the NetworkTransform.SetState parameter shouldGhostsInterpolate to teleportDisabled for better clarity of what that parameter does. (#2228)
  • Network prefabs are now stored in a ScriptableObject that can be shared between NetworkManagers, and have been exposed for public access. By default, a Default Prefabs List is created that contains all NetworkObject prefabs in the project, and new NetworkManagers will default to using that unless that option is turned off in the Netcode for GameObjects settings. Existing NetworkManagers will maintain their existing lists, which can be migrated to the new format via a button in their inspector. (#2322)

Fixed

  • Fixed issue where changes to a layer's weight would not synchronize unless a state transition was occurring.(#2399)
  • Fixed issue where NetworkManager.LocalClientId was returning the NetworkTransport.ServerClientId as opposed to the NetworkManager.m_LocalClientId. (#2398)
  • Fixed issue where a dynamically spawned NetworkObject parented under an in-scene placed NetworkObject would have its InScenePlaced value changed to true. This would result in a soft synchronization error for late joining clients. (#2396)
  • Fixed a UTP test that was failing when you install Unity Transport package 2.0.0 or newer. (#2347)
  • Fixed issue where NetcodeSettingsProvider would throw an exception in Unity 2020.3.x versions. (#2345)
  • Fixed server side issue where, depending upon component ordering, some NetworkBehaviour components might not have their OnNetworkDespawn method invoked if the client side disconnected. (#2323)
  • Fixed a case where data corruption could occur when using UnityTransport when reaching a certain level of send throughput. (#2332)
  • Fixed an issue in UnityTransport where an exception would be thrown if starting a Relay host/server on WebGL. This exception should only be thrown if using direct connections (where WebGL can't act as a host/server). (#2321)
  • Fixed NetworkAnimator issue where it was not checking for AnimatorStateTtansition.destinationStateMachine and any possible sub-states defined within it. (#2309)
  • Fixed NetworkAnimator issue where the host client was receiving the ClientRpc animation updates when the host was the owner.(#2309) Will be fixed in next update
  • Fixed NetworkAnimator issue with using pooled objects and when specific properties are cleaned during despawn and destroy.(#2309)
  • Fixed issue where NetworkAnimator was checking for animation changes when the associated NetworkObject was not spawned.(#2309)
  • Corrected an issue with the documentation for BufferSerializer (#2401)

1.2.0

09 Dec 20:07
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[1.2.0] - 2022-11-21

Added

  • Added protected method NetworkBehaviour.OnSynchronize which is invoked during the initial NetworkObject synchronization process. This provides users the ability to include custom serialization information that will be applied to the NetworkBehaviour prior to the NetworkObject 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 to NetworkManager and string Reason to ConnectionApprovalResponse. Allows connection approval to communicate back a reason. Also added public 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 disabled NetworkVariable fields do not write the additional ushort size value (which helps to reduce the total synchronization message size), but when enabled it still writes the additional ushort 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 a NetworkObject component (i.e. network prefab) would not have their associated GameObject's transform synchronized. (#2298)
  • Fixed issue where NetworkObjects 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 NetworkObjects nested under a GameObject 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 the AutoObjectParentSync property. (#2281)
  • Fixed the issue where NetworkManager.OnClientConnectedCallback was being invoked before in-scene placed NetworkObjects had been spawned when starting NetworkManager as a host. (#2277)
  • Creating a FastBufferReader with Allocator.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)

1.1.0

20 Oct 16:53
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[1.1.0] - 2022-10-20

Added

  • Added NetworkManager.IsApproved flag that is set to true a client has been approved.(#2261)
  • UnityTransport now provides a way to set the Relay server data directly from the RelayServerData structure (provided by the Unity Transport package) throuh its SetRelayServerData method. This allows making use of the new APIs in UTP 1.3 that simplify integration of the Relay SDK. (#2235)
  • IPv6 is now supported for direct connections when using UnityTransport. (#2232)
  • Added WebSocket support when using UTP 2.0 with UseWebSockets property in the UnityTransport component of the NetworkManager allowing to pick WebSockets for communication. When building for WebGL, this selection happens automatically. (#2201)
  • Added position, rotation, and scale to the ParentSyncMessage which provides users the ability to specify the final values on the server-side when OnNetworkObjectParentChanged is invoked just before the message is created (when the Transform values are applied to the message). (#2146)
  • Added NetworkObject.TryRemoveParent method for convenience purposes opposed to having to cast null to either GameObject or NetworkObject. (#2146)

Changed

  • Updated UnityTransport dependency on com.unity.transport to 1.3.0. (#2231)
  • The send queues of UnityTransport are now dynamically-sized. This means that there shouldn't be any need anymore to tweak the 'Max Send Queue Size' value. In fact, this field is now removed from the inspector and will not be serialized anymore. It is still possible to set it manually using the MaxSendQueueSize property, but it is not recommended to do so aside from some specific needs (e.g. limiting the amount of memory used by the send queues in very constrained environments). (#2212)
  • As a consequence of the above change, the UnityTransport.InitialMaxSendQueueSize field is now deprecated. There is no default value anymore since send queues are dynamically-sized. (#2212)
  • The debug simulator in UnityTransport is now non-deterministic. Its random number generator used to be seeded with a constant value, leading to the same pattern of packet drops, delays, and jitter in every run. (#2196)
  • NetworkVariable<> now supports managed INetworkSerializable types, as well as other managed types with serialization/deserialization delegates registered to UserNetworkVariableSerialization<T>.WriteValue and UserNetworkVariableSerialization<T>.ReadValue (#2219)
  • NetworkVariable<> and BufferSerializer<BufferSerializerReader> now deserialize INetworkSerializable types in-place, rather than constructing new ones. (#2219)

Fixed

  • Fixed NetworkManager.ApprovalTimeout will not timeout due to slower client synchronization times as it now uses the added NetworkManager.IsApproved flag to determined if the client has been approved or not.(#2261)
  • Fixed issue caused when changing ownership of objects hidden to some clients (#2242)
  • Fixed issue where an in-scene placed NetworkObject would not invoke NetworkBehaviour.OnNetworkSpawn if the GameObject was disabled when it was despawned. (#2239)
  • Fixed issue where clients were not rebuilding the NetworkConfig hash value for each unique connection request. (#2226)
  • Fixed the issue where player objects were not taking the DontDestroyWithOwner property into consideration when a client disconnected. (#2225)
  • Fixed issue where SceneEventProgress would not complete if a client late joins while it is still in progress. (#2222)
  • Fixed issue where SceneEventProgress would not complete if a client disconnects. (#2222)
  • Fixed issues with detecting if a SceneEventProgress has timed out. (#2222)
  • Fixed issue #1924 where UnityTransport would fail to restart after a first failure (even if what caused the initial failure was addressed). (#2220)
  • Fixed issue where NetworkTransform.SetStateServerRpc and NetworkTransform.SetStateClientRpc were not honoring local vs world space settings when applying the position and rotation. (#2203)
  • Fixed ILPP TypeLoadException on WebGL on MacOS Editor and potentially other platforms. (#2199)
  • Implicit conversion of NetworkObjectReference to GameObject will now return null instead of throwing an exception if the referenced object could not be found (i.e., was already despawned) (#2158)
  • Fixed warning resulting from a stray NetworkAnimator.meta file (#2153)
  • Fixed Connection Approval Timeout not working client side. (#2164)
  • Fixed issue where the WorldPositionStays parenting parameter was not being synchronized with clients. (#2146)
  • Fixed issue where parented in-scene placed NetworkObjects would fail for late joining clients. (#2146)
  • Fixed issue where scale was not being synchronized which caused issues with nested parenting and scale when WorldPositionStays was true. (#2146)
  • Fixed issue with NetworkTransform.ApplyTransformToNetworkStateWithInfo where it was not honoring axis sync settings when NetworkTransformState.IsTeleportingNextFrame was true. (#2146)
  • Fixed issue with NetworkTransform.TryCommitTransformToServer where it was not honoring the InLocalSpace setting. (#2146)
  • Fixed ClientRpcs always reporting in the profiler view as going to all clients, even when limited to a subset of clients by ClientRpcParams. (#2144)
  • Fixed RPC codegen failing to choose the correct extension methods for FastBufferReader and FastBufferWriter when the parameters were a generic type (i.e., List) and extensions for multiple instantiations of that type have been defined (i.e., List and List) (#2142)
  • Fixed the issue where running a server (i.e. not host) the second player would not receive updates (unless a third player joined). (#2127)
  • Fixed issue where late-joining client transition synchronization could fail when more than one transition was occurring.(#2127)
  • Fixed throwing an exception in OnNetworkUpdate causing other OnNetworkUpdate calls to not be executed. (#1739)
  • Fixed synchronization when Time.timeScale is set to 0. This changes timing update to use unscaled deltatime. Now network updates rate are independent from the local time scale. (#2171)
  • Fixed not sending all NetworkVariables to all clients when a client connects to a server. (#1987)
  • Fixed IsOwner/IsOwnedByServer being wrong on the server after calling RemoveOwnership (#2211)

1.0.2

08 Sep 20:10
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Fixed

  • Fixed issue where NetworkTransform was not honoring the InLocalSpace property on the authority side during OnNetworkSpawn. (#2170)
  • Fixed issue where NetworkTransform was not ending extrapolation for the previous state causing non-authoritative instances to become out of synch. (#2170)
  • Fixed issue where NetworkTransform was not continuing to interpolate for the remainder of the associated tick period. (#2170)
  • Fixed issue during NetworkTransform.OnNetworkSpawn for non-authoritative instances where it was initializing interpolators with the replicated network state which now only contains the transform deltas that occurred during a network tick and not the entire transform state. (#2170)

1.0.1

25 Aug 16:28
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Changed

  • Changed version to 1.0.1. (#2131)
  • Updated dependency on com.unity.transport to 1.2.0. (#2129)
  • When using UnityTransport, reliable payloads are now allowed to exceed the configured 'Max Payload Size'. Unreliable payloads remain bounded by this setting. (#2081)
  • Performance improvements for cases with large number of NetworkObjects, by not iterating over all unchanged NetworkObjects

Fixed

  • Fixed not sending all NetworkVariables to all clients when a client connects to a server. (#1987)
  • Fixed an issue where reading/writing more than 8 bits at a time with BitReader/BitWriter would write/read from the wrong place, returning and incorrect result. (#2130)
  • Fixed issue with the internal NetworkTransformState.m_Bitset flag not getting cleared upon the next tick advancement. (#2110)
  • Fixed interpolation issue with NetworkTransform.Teleport. (#2110)
  • Fixed issue where the authoritative side was interpolating its transform. (#2110)
  • Fixed Owner-written NetworkVariable infinitely write themselves (#2109)
  • Fixed NetworkList issue that showed when inserting at the very end of a NetworkList (#2099)
  • Fixed issue where a client owner of a NetworkVariable with both owner read and write permissions would not update the server side when changed. (#2097)
  • Fixed issue when attempting to spawn a parent GameObject, with NetworkObject component attached, that has one or more child GameObjects, that are inactive in the hierarchy, with NetworkBehaviour components it will no longer attempt to spawn the associated NetworkBehaviour(s) or invoke ownership changed notifications but will log a warning message. (#2096)
  • Fixed an issue where destroying a NetworkBehaviour would not deregister it from the parent NetworkObject, leading to exceptions when the parent was later destroyed. (#2091)
  • Fixed issue where NetworkObject.NetworkHide was despawning and destroying, as opposed to only despawning, in-scene placed NetworkObjects. (#2086)
  • Fixed NetworkAnimator synchronizing transitions twice due to it detecting the change in animation state once a transition is started by a trigger. (#2084)
  • Fixed issue where NetworkAnimator would not synchronize a looping animation for late joining clients if it was at the very end of its loop. (#2076)
  • Fixed issue where NetworkAnimator was not removing its subscription from OnClientConnectedCallback when despawned during the shutdown sequence. (#2074)
  • Fixed IsServer and IsClient being set to false before object despawn during the shutdown sequence. (#2074)
  • Fixed NetworkList Value event on the server. PreviousValue is now set correctly when a new value is set through property setter. (#2067)
  • Fixed NetworkLists not populating on client. NetworkList now uses the most recent list as opposed to the list at the end of previous frame, when sending full updates to dynamically spawned NetworkObject. The difference in behaviour is required as scene management spawns those objects at a different time in the frame, relative to updates. (#2062)

1.0.0

29 Jun 15:51
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[1.0.0] - 2022-06-27

Changed

  • Changed version to 1.0.0. (#2046)

1.0.0-pre.10

22 Jun 20:59
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[1.0.0-pre.10] - 2022-06-21

Added

  • Added a new OnTransportFailure callback to NetworkManager. This callback is invoked when the manager's NetworkTransport encounters an unrecoverable error. Transport failures also cause the NetworkManager to shut down. Currently, this is only used by UnityTransport to signal a timeout of its connection to the Unity Relay servers. (#1994)
  • Added NetworkEvent.TransportFailure, which can be used by implementations of NetworkTransport to signal to NetworkManager that an unrecoverable error was encountered. (#1994)
  • Added test to ensure a warning occurs when nesting NetworkObjects in a NetworkPrefab (#1969)
  • Added NetworkManager.RemoveNetworkPrefab(...) to remove a prefab from the prefabs list (#1950)

Changed

  • Updated UnityTransport dependency on com.unity.transport to 1.1.0. (#2025)
  • (API Breaking) ConnectionApprovalCallback is no longer an event and will not allow more than 1 handler registered at a time. Also, ConnectionApprovalCallback is now an Action<> taking a ConnectionApprovalRequest and a ConnectionApprovalResponse that the client code must fill (#1972) (#2002)

Removed

Fixed

  • Fixed issue where dynamically spawned NetworkObjects could throw an exception if the scene of origin handle was zero (0) and the NetworkObject was already spawned. (#2017)
  • Fixed issue where NetworkObject.Observers was not being cleared when despawned. (#2009)
  • Fixed NetworkAnimator could not run in the server authoritative mode. (#2003)
  • Fixed issue where late joining clients would get a soft synchronization error if any in-scene placed NetworkObjects were parented under another NetworkObject. (#1985)
  • Fixed issue where NetworkBehaviourReference would throw a type cast exception if using NetworkBehaviourReference.TryGet and the component type was not found. (#1984)
  • Fixed NetworkSceneManager was not sending scene event notifications for the currently active scene and any additively loaded scenes when loading a new scene in LoadSceneMode.Single mode. (#1975)
  • Fixed issue where one or more clients disconnecting during a scene event would cause LoadEventCompleted or UnloadEventCompleted to wait until the NetworkConfig.LoadSceneTimeOut period before being triggered. (#1973)
  • Fixed issues when multiple ConnectionApprovalCallbacks were registered (#1972)
  • Fixed a regression in serialization support: FixedString, Vector2Int, and Vector3Int types can now be used in NetworkVariables and RPCs again without requiring a ForceNetworkSerializeByMemcpy<> wrapper. (#1961)
  • Fixed generic types that inherit from NetworkBehaviour causing crashes at compile time. (#1976)
  • Fixed endless dialog boxes when adding a NetworkBehaviour to a NetworkManager or vice-versa. (#1947)
  • Fixed NetworkAnimator issue where it was only synchronizing parameters if the layer or state changed or was transitioning between states. (#1946)
  • Fixed NetworkAnimator issue where when it did detect a parameter had changed it would send all parameters as opposed to only the parameters that changed. (#1946)
  • Fixed NetworkAnimator issue where it was not always disposing the NativeArray that is allocated when spawned. (#1946)
  • Fixed NetworkAnimator issue where it was not taking the animation speed or state speed multiplier into consideration. (#1946)
  • Fixed NetworkAnimator issue where it was not properly synchronizing late joining clients if they joined while Animator was transitioning between states. (#1946)
  • Fixed NetworkAnimator issue where the server was not relaying changes to non-owner clients when a client was the owner. (#1946)
  • Fixed issue where the PacketLoss metric for tools would return the packet loss over a connection lifetime instead of a single frame. (#2004)