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

1.0.0-pre.9

10 May 17:26
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[1.0.0-pre.9] - 2022-05-10

Fixed

  • Fixed Hosting again after failing to host now works correctly (#1938)
  • Fixed NetworkManager to cleanup connected client lists after stopping (#1945)
  • Fixed NetworkHide followed by NetworkShow on the same frame works correctly (#1940)

1.0.0-pre.8

28 Apr 03:07
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[1.0.0-pre.8] - 2022-04-27

Changed

  • unmanaged structs are no longer universally accepted as RPC parameters because some structs (i.e., structs with pointers in them, such as NativeList<T>) can't be supported by the default memcpy struct serializer. Structs that are intended to be serialized across the network must add INetworkSerializeByMemcpy to the interface list (i.e., struct Foo : INetworkSerializeByMemcpy). This interface is empty and just serves to mark the struct as compatible with memcpy serialization. For external structs you can't edit, you can pass them to RPCs by wrapping them in ForceNetworkSerializeByMemcpy<T>. (#1901)

Removed

  • Removed SIPTransport (#1870)

  • Removed ClientNetworkTransform from the package samples and moved to Boss Room's Utilities package which can be found here.

Fixed

  • Fixed NetworkTransform generating false positive rotation delta checks when rolling over between 0 and 360 degrees. (#1890)
  • Fixed client throwing an exception if it has messages in the outbound queue when processing the NetworkEvent.Disconnect event and is using UTP. (#1884)
  • Fixed issue during client synchronization if 'ValidateSceneBeforeLoading' returned false it would halt the client synchronization process resulting in a client that was approved but not synchronized or fully connected with the server. (#1883)
  • Fixed an issue where UNetTransport.StartServer would return success even if the underlying transport failed to start (#854)
  • Passing generic types to RPCs no longer causes a native crash (#1901)
  • Fixed an issue where calling Shutdown on a NetworkManager that was already shut down would cause an immediate shutdown the next time it was started (basically the fix makes Shutdown idempotent). (#1877)

1.0.0-pre.7

07 Apr 02:34
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[1.0.0-pre.7] - 2022-04-06

Added

  • Added editor only check prior to entering into play mode if the currently open and active scene is in the build list and if not displays a dialog box asking the user if they would like to automatically add it prior to entering into play mode. (#1828)
  • Added UnityTransport implementation and com.unity.transport package dependency (#1823)
  • Added NetworkVariableWritePermission to NetworkVariableBase and implemented Owner client writable netvars. (#1762)
  • UnityTransport settings can now be set programmatically. (#1845)
  • FastBufferWriter and Reader IsInitialized property. (#1859)

Changed

  • Updated UnityTransport dependency on com.unity.transport to 1.0.0 (#1849)

Removed

  • Removed SnapshotSystem (#1852)
  • Removed com.unity.modules.animation, com.unity.modules.physics and com.unity.modules.physics2d dependencies from the package (#1812)
  • Removed com.unity.collections dependency from the package (#1849)

Fixed

  • Fixed in-scene placed NetworkObjects not being found/ignored after a client disconnects and then reconnects. (#1850)
  • Fixed issue where UnityTransport send queues were not flushed when calling DisconnectLocalClient or DisconnectRemoteClient. (#1847)
  • Fixed NetworkBehaviour dependency verification check for an existing NetworkObject not searching from root parent transform relative GameObject. (#1841)
  • Fixed issue where entries were not being removed from the NetworkSpawnManager.OwnershipToObjectsTable. (#1838)
  • Fixed ClientRpcs would always send to all connected clients by default as opposed to only sending to the NetworkObject's Observers list by default. (#1836)
  • Fixed clarity for NetworkSceneManager client side notification when it receives a scene hash value that does not exist in its local hash table. (#1828)
  • Fixed client throws a key not found exception when it times out using UNet or UTP. (#1821)
  • Fixed network variable updates are no longer limited to 32,768 bytes when NetworkConfig.EnsureNetworkVariableLengthSafety is enabled. The limits are now determined by what the transport can send in a message. (#1811)
  • Fixed in-scene NetworkObjects get destroyed if a client fails to connect and shuts down the NetworkManager. (#1809)
  • Fixed user never being notified in the editor that a NetworkBehaviour requires a NetworkObject to function properly. (#1808)
  • Fixed PlayerObjects and dynamically spawned NetworkObjects not being added to the NetworkClient's OwnedObjects (#1801)
  • Fixed issue where NetworkManager would continue starting even if the NetworkTransport selected failed. (#1780)
  • Fixed issue when spawning new player if an already existing player exists it does not remove IsPlayer from the previous player (#1779)
  • Fixed lack of notification that NetworkManager and NetworkObject cannot be added to the same GameObject with in-editor notifications (#1777)
  • Fixed parenting warning printing for false positives (#1855)

1.0.0-pre.6

03 Mar 06:13
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Netcode for GameObjects

Added

  • NetworkAnimator now properly synchrhonizes all animation layers as well as runtime-adjusted weighting between them (#1765)
  • Added first set of tests for NetworkAnimator - parameter syncing, trigger set / reset, override network animator (#1735)

Changed

Fixed

  • Fixed an issue where sometimes the first client to connect to the server could see messages from the server as coming from itself. (#1683)
  • Fixed an issue where clients seemed to be able to send messages to ClientId 1, but these messages would actually still go to the server (id 0) instead of that client. (#1683)
  • Improved clarity of error messaging when a client attempts to send a message to a destination other than the server, which isn't allowed. (#1683)
  • Disallowed async keyword in RPCs (#1681)
  • Fixed an issue where Alpha release versions of Unity (version 2022.2.0a5 and later) will not compile due to the UNet Transport no longer existing (#1678)
  • Fixed messages larger than 64k being written with incorrectly truncated message size in header (#1686) (credit: @kaen)
  • Fixed overloading RPC methods causing collisions and failing on IL2CPP targets. (#1694)
  • Fixed spawn flow to propagate IsSceneObject down to children NetworkObjects, decouple implicit relationship between object spawning & IsSceneObject flag (#1685)
  • Fixed error when serializing ConnectionApprovalMessage with scene management disabled when one or more objects is hidden via the CheckObjectVisibility delegate (#1720)
  • Fixed CheckObjectVisibility delegate not being properly invoked for connecting clients when Scene Management is enabled. (#1680)
  • Fixed NetworkList to properly call INetworkSerializable's NetworkSerialize() method (#1682)
  • Fixed NetworkVariables containing more than 1300 bytes of data (such as large NetworkLists) no longer cause an OverflowException (the limit on data size is now whatever limit the chosen transport imposes on fragmented NetworkDelivery mechanisms) (#1725)
  • Fixed ServerRpcParams and ClientRpcParams must be the last parameter of an RPC in order to function properly. Added a compile-time check to ensure this is the case and trigger an error if they're placed elsewhere (#1721)
  • Fixed FastBufferReader being created with a length of 1 if provided an input of length 0 (#1724)
  • Fixed The NetworkConfig's checksum hash includes the NetworkTick so that clients with a different tickrate than the server are identified and not allowed to connect (#1728)
  • Fixed OwnedObjects not being properly modified when using ChangeOwnership (#1731)
  • Improved performance in NetworkAnimator (#1735)
  • Removed the "always sync" network animator (aka "autosend") parameters (#1746)

Unity Transport for Netcode for GameObjects

Added

  • New parameters are available to simulate network conditions (delay, jitter, packet loss) in the editor and in development builds. The parameters are available under the 'Debug Simulator' section of the 'Unity Transport' component, or can be set with the SetDebugSimulatorParameters call. (#1745)
  • GetCurrentRtt is now properly implemented. (#1755)

Changed

  • Updated Unity Transport package to 1.0.0-pre.14. (#1760)
  • Updated Netcode for GameObjects dependency to 1.0.0-pre.6 (#1771)
  • Overflowing the reliable send queue of a connection will now result in the connection being closed, rather than spamming the log with errors about not being able to send a payload. It is deemed better to close the connection than to lose reliable traffic (which could cause all sorts of weird synchronization issues). (#1747)

Fixed

  • Fixed issue where disconnecting from the server with data still in the queue would result in an error message about a stale connection. (#1649)
  • Fixed issue where the server NetworkEndPoint would fail to be created when 'Server Listen Address' is empty. (#1636)
  • Fixed issue with native collections not all being disposed of when destroying the component without shutting it down properly. This would result in errors in the console and memory leaks. (#1640)
  • Fixed an issue where packets causing errors would not be removed from the send queue, which would cause the error message to be spammed on every frame as the adapter would try to resend the packet. (#1648)
  • Fixed and issue where a server would fail to disconnect a client if another client had previously disconnected itself. (#1673)

1.0.0-pre.5

29 Jan 00:20
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Netcode for GameObjects

Added

  • Added PreviousValue in NetworkListEvent, when Value has changed (#1528)

Changed

  • NetworkManager's GameObject is no longer allowed to be nested under one or more GameObject(s).(#1484)
  • NetworkManager DontDestroy property was removed and now NetworkManager always is migrated into the DontDestroyOnLoad scene. (#1484)

Fixed

  • Fixed network tick value sometimes being duplicated or skipped. (#1614)
  • Fixed The ClientNetworkTransform sample script to allow for owner changes at runtime. (#1606)

Unity Transport for Netcode for GameObjects

Added

  • A new 'Server Listen Address' field under 'Connection Data' in the inspector has been added to specify the address a server should listen to, in case it differs from the main 'Address' field. The SetConnectionData method has been updated accordingly to take an optional parameter to specify that listen address. (#1605)
  • Added new methods to set the relay server data: SetHostRelayData and SetClientRelayData. These are meant to be less error-prone than SetRelayServerData (which remains available). (#1609)

Changed

  • Updated Netcode for GameObjects dependency to 1.0.0-pre.5 (#1626)
  • Updated Unity Transport package to 1.0.0-pre.12. (#1615)
  • Rename the 'Send Queue Batch Size' property to 'Max Payload Size' to better reflect its usage. (#1584)
  • Implicit conversions between ConnectionAddressData and NetworkEndPoint are now deprecated, since their semantics are no longer clear with the introduction of the new ServerListenAddress field (see above). (#1605)

Fixed

  • Lifted the limit of ~44KB for reliable payloads. Before the fix, attempting to send a payload larger than that with reliable delivery would silently fail. Note that it is still not recommended to send such large reliable payloads, since their delivery could take a few network round-trips. (#1596)
  • Fixed a bug where NetworkList.contains value was inverted (#1363)

1.0.0-pre.4

06 Jan 22:13
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Netcode for GameObjects

Added

  • Added com.unity.modules.physics and com.unity.modules.physics2d package dependencies (#1565)

Removed

  • Removed com.unity.modules.ai package dependency (#1565)
  • Removed FixedQueue, StreamExtensions, TypeExtensions (#1398)

Fixed

  • Fixed in-scene NetworkObjects that are moved into the DDOL scene not getting restored to their original active state (enabled/disabled) after a full scene transition (#1354)
  • Fixed invalid IL code being generated when using this instead of this ref for the FastBufferReader/FastBufferWriter parameter of an extension method. (#1393)
  • Fixed an issue where if you are running as a server (not host) the LoadEventCompleted and UnloadEventCompleted events would fire early by the NetworkSceneManager (#1379)
  • Fixed a runtime error when sending an array of an INetworkSerializable type that's implemented as a struct (#1402)
  • NetworkConfig will no longer throw an OverflowException in GetConfig() when ForceSamePrefabs is enabled and the number of prefabs causes the config blob size to exceed 1300 bytes. (#1385)
  • Fixed NetworkVariable not calling NetworkSerialize on INetworkSerializable types (#1383)
  • Fixed NullReferenceException on ImportReferences call in NetworkBehaviourILPP (#1434)
  • Fixed NetworkObjects not being despawned before they are destroyed during shutdown for client, host, and server instances. (#1390)
  • Fixed KeyNotFound exception when removing ownership of a newly spawned NetworkObject that is already owned by the server. (#1500)
  • Fixed NetworkManager.LocalClient not being set when starting as a host. (#1511)
  • Fixed a few memory leak cases when shutting down NetworkManager during Incoming Message Queue processing. (#1323)

Changed

  • The SDK no longer limits message size to 64k. (The transport may still impose its own limits, but the SDK no longer does.) (#1384)
  • Updated com.unity.collections to 1.1.0 (#1451)

Unity Transport for Netcode for GameObjects

Added

  • Added new 'Max Send Queue Size' configuration field in the inspector. This controls the size of the send queue that is used to accumulate small sends together and also acts as an overflow queue when there are too many in-flight packets or when other internal queues are full. (#1491)

Changed

  • Updated Netcode for GameObjects dependency to 1.0.0-pre.4 (#1562)
  • Removed 'Maximum Packet Size' configuration field in the inspector. This would cause confusion since the maximum packet size is in effect always the MTU (1400 bytes on most platforms). (#1403)
  • Updated com.unity.transport to 1.0.0-pre.10 (#1501)
  • All delivery methods now support fragmentation, meaning the 'Send Queue Batch Size' setting (which controls the maximum payload size) now applies to all delivery methods, not just reliable ones. (#1512)

Fixed

  • Fixed packet overflow errors when sending payloads too close to the MTU (was mostly visible when using Relay). (#1403)
  • Don't throw an exception when the host disconnects (issue 1439 on GitHub). (#1441)
  • Avoid "too many inflight packets" errors by queueing packets in a queue when the limit of inflight packets is reached in UTP. The size of this queue can be controlled with the 'Max Send Queue Size' configuration field. (#1491)

1.0.0-pre.3

02 Nov 22:02
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Netcode for GameObjects

Added

  • ResetTrigger function to NetworkAnimator (#1327)

Fixed

  • Overflow exception when syncing Animator state. (#1327)
  • Added try/catch around RPC calls, preventing exception from causing further RPC calls to fail (#1329)
  • Fixed an issue where ServerClientId and LocalClientId could have the same value, causing potential confusion, and also fixed an issue with the UNet where the server could be identified with two different values, one of which might be the same as LocalClientId, and the other of which would not.(#1368)
  • IL2CPP would not properly compile (#1359)

Unity Transport for Netcode for GameObjects

Added

  • Exposed m_HeartbeatTimeoutMS, m_ConnectTimeoutMS, m_MaxConnectAttempts, and m_DisconnectTimeoutMS parameters. (#1314)

Changed

  • Updated Unity Transport package to 1.0.0-pre.7
  • Updated Netcode for GameObjects dependency to 1.0.0-pre.3

Fixed

  • Fixed sends failing when send queue is filled or close to be filled. (#1317)
  • Heartbeats API not working for Unity Transport when running in the editor or development builds. (#1314)

1.0.0-pre.2

20 Oct 19:07
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Netcode for GameObjects

Added

  • Added ClientNetworkTransform sample to the SDK package (#1168)
  • Added Bootstrap sample to the SDK package (#1140)
  • Enhanced NetworkSceneManager implementation with additive scene loading capabilities (#1080, #955, #913)
    • NetworkSceneManager.OnSceneEvent provides improved scene event notificaitons
  • Enhanced NetworkTransform implementation with per axis/component based and threshold based state replication (#1042, #1055, #1061, #1084, #1101)
  • Added a jitter-resistent BufferedLinearInterpolator<T> for NetworkTransform (#1060)
  • Implemented NetworkPrefabHandler that provides support for object pooling and NetworkPrefab overrides (#1073, #1004, #977, #905,#749, #727)
  • Implemented auto NetworkObject transform parent synchronization at runtime over the network (#855)
  • Adopted Unity C# Coding Standards in the codebase with .editorconfig ruleset (#666, #670)
  • When a client tries to spawn a NetworkObject an exception is thrown to indicate unsupported behavior. (#981)
  • Added a NetworkTime and NetworkTickSystem which allows for improved control over time and ticks. (#845)
  • Added a OnNetworkDespawn function to NetworkObject which gets called when a NetworkObject gets despawned and can be overriden. (#865)
  • Added SnapshotSystem that would allow variables and spawn/despawn messages to be sent in blocks (#805, #852, #862, #963, #1012, #1013, #1021, #1040, #1062, #1064, #1083, #1091, #1111, #1129, #1166, #1192)
    • Disabled by default for now, except spawn/despawn messages
    • Will leverage unreliable messages with eventual consistency
  • NetworkBehaviour and NetworkObject's NetworkManager instances can now be overriden (#762)
  • Added metrics reporting for the new network profiler if the Multiplayer Tools package is present (#1104, #1089, #1096, #1086, #1072, #1058, #960, #897, #891, #878)
  • NetworkBehaviour.IsSpawned a quick (and stable) way to determine if the associated NetworkObject is spawned (#1190)
  • Added NetworkRigidbody and NetworkRigidbody2D components to support networking Rigidbody and Rigidbody2D components (#1202, #1175)
  • Added NetworkObjectReference and NetworkBehaviourReference structs which allow to sending NetworkObject/Behaviours over RPCs/NetworkVariables (#1173)
  • Added NetworkAnimator component to support networking Animator component (#1281, #872)

Changed

  • Bumped minimum Unity version, renamed package as "Unity Netcode for GameObjects", replaced MLAPI namespace and its variants with Unity.Netcode namespace and per asm-def variants (#1007, #1009, #1015, #1017, #1019, #1025, #1026, #1065)
    • Minimum Unity version:
      • 2019.4 → 2020.3+
    • Package rename:
      • Display name: MLAPI Networking LibraryNetcode for GameObjects
      • Name: com.unity.multiplayer.mlapicom.unity.netcode.gameobjects
      • Updated package description
    • All MLAPI.x namespaces are replaced with Unity.Netcode
      • MLAPI.MessagingUnity.Netcode
      • MLAPI.ConnectionUnity.Netcode
      • MLAPI.LoggingUnity.Netcode
      • MLAPI.SceneManagementUnity.Netcode
      • and other MLAPI.x variants to Unity.Netcode
    • All assembly definitions are renamed with Unity.Netcode.x variants
      • Unity.Multiplayer.MLAPI.RuntimeUnity.Netcode.Runtime
      • Unity.Multiplayer.MLAPI.EditorUnity.Netcode.Editor
      • and other Unity.Multiplayer.MLAPI.x variants to Unity.Netcode.x variants
  • Renamed Prototyping namespace and assembly definition to Components (#1145)
  • Changed NetworkObject.Despawn(bool destroy) API to default to destroy = true for better usability (#1217)
  • Scene registration in NetworkManager is now replaced by Build Setttings → Scenes in Build List (#1080)
  • NetworkSceneManager.SwitchScene has been replaced by NetworkSceneManager.LoadScene (#955)
  • NetworkManager, NetworkConfig, and NetworkSceneManager scene registration replaced with scenes in build list (#1080)
  • GlobalObjectIdHash replaced PrefabHash and PrefabHashGenerator for stability and consistency (#698)
  • NetworkStart has been renamed to OnNetworkSpawn. (#865)
  • Network variable cleanup - eliminated shared mode, variables are server-authoritative (#1059, #1074)
  • NetworkManager and other systems are no longer singletons/statics (#696, #705, #706, #737, #738, #739, #746, #747, #763, #765, #766, #783, #784, #785, #786, #787, #788)
  • Changed INetworkSerializable.NetworkSerialize method signature to use BufferSerializer<T> instead of NetworkSerializer (#1187)
  • Changed CustomMessagingManager's methods to use FastBufferWriter and FastBufferReader instead of Stream (#1187)
  • Reduced internal runtime allocations by removing LINQ calls and replacing managed lists/arrays with native collections (#1196)

Removed

  • Removed NetworkNavMeshAgent (#1150)
  • Removed NetworkDictionary, NetworkSet (#1149)
  • Removed NetworkVariableSettings (#1097)
  • Removed predefined NetworkVariable<T> types (#1093)
    • Removed NetworkVariableBool, NetworkVariableByte, NetworkVariableSByte, NetworkVariableUShort, NetworkVariableShort, NetworkVariableUInt, NetworkVariableInt, NetworkVariableULong, NetworkVariableLong, NetworkVariableFloat, NetworkVariableDouble, NetworkVariableVector2, NetworkVariableVector3, NetworkVariableVector4, NetworkVariableColor, NetworkVariableColor32, NetworkVariableRay, NetworkVariableQuaternion
  • Removed NetworkChannel and MultiplexTransportAdapter (#1133)
  • Removed ILPP backend for 2019.4, minimum required version is 2020.3+ (#895)
  • NetworkManager.NetworkConfig had the following properties removed: (#1080)
    • Scene Registrations no longer exists
    • Allow Runtime Scene Changes was no longer needed and was removed
  • Removed the NetworkObject.Spawn payload parameter (#1005)
  • Removed ProfilerCounter, the original MLAPI network profiler, and the built-in network profiler module (2020.3). A replacement can now be found in the Multiplayer Tools package. (#1048)
  • Removed UNet RelayTransport and related relay functionality in UNetTransport (#1081)
  • Removed UpdateStage parameter from ServerRpcSendParams and ClientRpcSendParams (#1187)
  • Removed NetworkBuffer, NetworkWriter, NetworkReader, NetworkSerializer, PooledNetworkBuffer, PooledNetworkWriter, and PooledNetworkReader (#1187)
  • Removed EnableNetworkVariable in NetworkConfig, it is always enabled now (#1179)
  • Removed NetworkTransform's FixedSendsPerSecond, AssumeSyncedSends, InterpolateServer, ExtrapolatePosition, MaxSendsToExtrapolate, Channel, EnableNonProvokedResendChecks, DistanceSendrate (#1060) (#826) (#1042, #1055, #1061, #1084, #1101)
  • Removed NetworkManager's StopServer(), StopClient() and StopHost() methods and replaced with single NetworkManager.Shutdown() method for all (#1108)

Fixed

  • Fixed ServerRpc ownership check to Debug.LogError instead of Debug.LogWarning (#1126)
  • Fixed NetworkObject.OwnerClientId property changing before NetworkBehaviour.OnGainedOwnership() callback (#1092)
  • Fixed NetworkBehaviourILPP to iterate over all types in an assembly (#803)
  • Fixed cross-asmdef RPC ILPP by importing types into external assemblies (#678)
  • Fixed NetworkManager shutdown when quitting the application or switching scenes (#1011)
    • Now NetworkManager shutdowns correctly and despawns existing NetworkObjects
  • Fixed Only one PlayerPrefab can be selected on NetworkManager inspector UI in the editor (#676)
  • Fixed connection approval not being triggered for host (#675)
  • Fixed various situations where messages could be processed in an invalid order, resulting in errors (#948, #1187, #1218)
  • Fixed NetworkVariables being default-initialized on the client instead of being initialized with the desired value (#1266)
  • Improved runtime performance and reduced GC pressure (#1187)
  • Fixed #915 - clients are receiving data from objects not visible to them (#1099)
  • Fixed NetworkTransform's "late join" issues, NetworkTransform now uses NetworkVariables instead of RPCs (#826)
  • Throw an exception for silent failure when a client tries to get another player's PlayerObject, it is now only allowed on the server-side (#844)

Known Issues

  • NetworkVariable does not serialize INetworkSerializable types through their NetworkSerialize implementation
  • NetworkObjects marked as DontDestroyOnLoad are disabled during some network scene transitions
  • NetworkTransform interpolates from the origin when switching Local Space synchronization
  • Exceptions thrown in OnNetworkSpawn user code for an object will prevent the callback in other objects
  • Cannot send an array of INetworkSerializable in RPCs
  • ILPP generation fails with special characters in project path

Unity Transport for Netcode for GameObjects

Added

  • Support for Unity Relay (#887)
  • New SetConnectionData function that takes in a NetworkEndpoint

Changed

  • No longer use coroutines when connecting to relay
  • Consolidated the Send/Recv queue properties as they always needed to be the same.
  • Consolidated the Fragmentation/Queue size as they always needed to be the same.
  • Updated Unity Transport package to 1.0.0-pre.6

Fixed

  • Fixed an issue where OnClientDisconnectCallback was not being called (#1243)
  • Flush the UnityTransport send queue on shutdown (#1234)
  • Exposed a way to set ip and port from code (#1208)
  • Possible Editor crash when trying to read a batched packet where the size of the packet was larger than the max packet size.
  • Removed the requirement that MaxPacketSize needs to be the same size as the batched/fragmentation buffer size.

0.1.0

23 Mar 18:03
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This is the initial experimental Unity MLAPI Package, v0.1.0.

New Features

  • Refactored a new standard for Remote Procedure Call (RPC) in MLAPI which provides increased performance, significantly reduced boilerplate code, and extensibility for future-proofed code. MLAPI RPC includes ServerRpc and ClientRpc to execute logic on the server and client-side. This provides a single performant unified RPC solution, replacing MLAPI Convenience and Performance RPC (see here).

  • Added standarized serialization types, including built-in and custom serialization flows. See RFC #2 for details.

  • INetworkSerializable interface replaces IBitWritable.

  • Added NetworkSerializer..., which is the main aggregator that implements serialization code for built-in supported types and holds NetworkReader and NetworkWriter instances internally.

  • Added a Network Update Loop infrastructure that aids Netcode systems to update (such as RPC queue and transport) outside of the standard MonoBehaviour event cycle. See RFC #8 and the following details:

    • It uses Unity's low-level Player Loop API and allows for registering INetworkUpdateSystems with NetworkUpdate methods to be executed at specific NetworkUpdateStages, which may also be before or after MonoBehaviour-driven game logic execution.
    • You will typically interact with NetworkUpdateLoop for registration and INetworkUpdateSystem for implementation.
    • NetworkVariables are now tick-based using the NetworkTickSystem, tracking time through network interactions and syncs.
  • Added message batching to handle consecutive RPC requests sent to the same client. RpcBatcher sends batches based on requests from the RpcQueueProcessing, by batch size threshold or immediately.

  • GitHub 494: Added a constraint to allow one NetworkObject per GameObject, set through the DisallowMultipleComponent attribute.

  • Integrated MLAPI with the Unity Profiler for versions 2020.2 and later:

    • Added new profiler modules for MLAPI that report important network data.
    • Attached the profiler to a remote player to view network data over the wire.
  • A test project is available for building and experimenting with MLAPI features. This project is available in the MLAPI GitHub testproject folder.

  • Added a MLAPI Community Contributions new GitHub repository to accept extensions from the MLAPI community. Current extensions include moved MLAPI features for lag compensation (useful for Server Authoritative actions) and TrackedObject.

Changes

  • GitHub 520: MLAPI now uses the Unity Package Manager for installation management.
  • Added functionality and usability to NetworkVariable, previously called NetworkVar. Updates enhance options and fully replace the need for SyncedVars.
  • GitHub 507: Reimplemented NetworkAnimator, which synchronizes animation states for networked objects.
  • GitHub 444 and 455: Channels are now represented as bytes instead of strings.

For users of previous versions of MLAPI, this release renames APIs due to refactoring. All obsolete marked APIs have been removed as per GitHub 513 and GitHub 514.

Previous MLAPI Versions V 0.1.0 Name
NetworkingManager NetworkManager
NetworkedObject NetworkObject
NetworkedBehaviour NetworkBehaviour
NetworkedClient NetworkClient
NetworkedPrefab NetworkPrefab
NetworkedVar NetworkVariable
NetworkedTransform NetworkTransform
NetworkedAnimator NetworkAnimator
NetworkedAnimatorEditor NetworkAnimatorEditor
NetworkedNavMeshAgent NetworkNavMeshAgent
SpawnManager NetworkSpawnManager
BitStream NetworkBuffer
BitReader NetworkReader
BitWriter NetworkWriter
NetEventType NetworkEventType
ChannelType NetworkDelivery
Channel NetworkChannel
Transport NetworkTransport
NetworkedDictionary NetworkDictionary
NetworkedList NetworkList
NetworkedSet NetworkSet
MLAPIConstants NetworkConstants
UnetTransport UNetTransport

Fixes

  • GitHub 460: Fixed an issue for RPC where the host-server was not receiving RPCs from the host-client and vice versa without the loopback flag set in NetworkingManager.
  • Fixed an issue where data in the Profiler was incorrectly aggregated and drawn, which caused the profiler data to increment indefinitely instead of resetting each frame.
  • Fixed an issue the client soft-synced causing PlayMode client-only scene transition issues, caused when running the client in the editor and the host as a release build. Users may have encountered a soft sync of NetworkedInstanceId issues in the SpawnManager.ClientCollectSoftSyncSceneObjectSweep method.
  • GitHub 458: Fixed serialization issues in NetworkList and NetworkDictionary when running in Server mode.
  • GitHub 498: Fixed numerical precision issues to prevent not a number (NaN) quaternions.
  • GitHub 438: Fixed booleans by reaching or writing bytes instead of bits.
  • GitHub 519: Fixed an issue where calling Shutdown() before making NetworkManager.Singleton = null is null on NetworkManager.OnDestroy().

Removed features

With a new release of MLAPI in Unity, some features have been removed:

  • SyncVars have been removed from MLAPI. Use NetworkVariables in place of this functionality.

  • GitHub 527: Lag compensation systems and TrackedObject have moved to the new MLAPI Community Contributions repo.

  • GitHub 509: Encryption has been removed from MLAPI. The Encryption option in NetworkConfig on the NetworkingManager is not available in this release. This change will not block game creation or running. A current replacement for this functionality is not available, and may be developed in future releases. See the following changes:

    • Removed SecuritySendFlags from all APIs.
    • Removed encryption, cryptography, and certificate configurations from APIs including NetworkManager and NetworkConfig.
    • Removed "hail handshake", including NetworkManager implementation and NetworkConstants entries.
    • Modified RpcQueue and RpcBatcher internals to remove encryption and authentication from reading and writing.
  • Removed the previous MLAPI Profiler editor window from Unity versions 2020.2 and later.

  • Removed previous MLAPI Convenience and Performance RPC APIs with the new standard RPC API. See RFC #1 for details.

  • GitHub 520: Removed the MLAPI Installer.

Known issues

  • NetworkNavMeshAgent does not synchronize mesh data, Agent Size, Steering, Obstacle Avoidance, or Path Finding settings. It only synchronizes the destination and velocity, not the path to the destination.
  • For RPC, methods with a ClientRpc or ServerRpc suffix which are not marked with [ServerRpc] or [ClientRpc] will cause a compiler error.
  • For NetworkAnimator, Animator Overrides are not supported. Triggers do not work.
  • For NetworkVariable, the NetworkDictionary List and Set must use the reliableSequenced channel.
  • NetworkObjectss are supported but when spawning a prefab with nested child network objects you have to manually call spawn on them
  • NetworkTransform have the following issues:
    • Replicated objects may have jitter.
    • The owner is always authoritative about the object's position.
    • Scale is not synchronized.
  • Connection Approval is not called on the host client.
  • For NamedMessages, always use NetworkBuffer as the underlying stream for sending named and unnamed messages.
  • For NetworkManager, connection management is limited. Use IsServer, IsClient, IsConnectedClient, or other code to check if MLAPI connected correctly.

v12.1.7

08 Oct 16:50
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12.1.7 (2020-10-08)

Bug Fixes

  • NetworkedBehaviour: fixed logging for ClientRPC methods (dc85526)