Releases: Unity-Technologies/com.unity.netcode.gameobjects
Releases · Unity-Technologies/com.unity.netcode.gameobjects
1.0.0
1.0.0-pre.10
[1.0.0-pre.10] - 2022-06-21
Added
- Added a new
OnTransportFailure
callback toNetworkManager
. This callback is invoked when the manager'sNetworkTransport
encounters an unrecoverable error. Transport failures also cause theNetworkManager
to shut down. Currently, this is only used byUnityTransport
to signal a timeout of its connection to the Unity Relay servers. (#1994) - Added
NetworkEvent.TransportFailure
, which can be used by implementations ofNetworkTransport
to signal toNetworkManager
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 oncom.unity.transport
to 1.1.0. (#2025) - (API Breaking)
ConnectionApprovalCallback
is no longer anevent
and will not allow more than 1 handler registered at a time. Also,ConnectionApprovalCallback
is now anAction<>
taking aConnectionApprovalRequest
and aConnectionApprovalResponse
that the client code must fill (#1972) (#2002)
Removed
Fixed
- Fixed issue where dynamically spawned
NetworkObject
s could throw an exception if the scene of origin handle was zero (0) and theNetworkObject
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 usingNetworkBehaviourReference.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 inLoadSceneMode.Single
mode. (#1975) - Fixed issue where one or more clients disconnecting during a scene event would cause
LoadEventCompleted
orUnloadEventCompleted
to wait until theNetworkConfig.LoadSceneTimeOut
period before being triggered. (#1973) - Fixed issues when multiple
ConnectionApprovalCallback
s were registered (#1972) - Fixed a regression in serialization support:
FixedString
,Vector2Int
, andVector3Int
types can now be used in NetworkVariables and RPCs again without requiring aForceNetworkSerializeByMemcpy<>
wrapper. (#1961) - Fixed generic types that inherit from NetworkBehaviour causing crashes at compile time. (#1976)
- Fixed endless dialog boxes when adding a
NetworkBehaviour
to aNetworkManager
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 theNativeArray
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 whileAnimator
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)
1.0.0-pre.9
1.0.0-pre.8
[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 asNativeList<T>
) can't be supported by the default memcpy struct serializer. Structs that are intended to be serialized across the network must addINetworkSerializeByMemcpy
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 inForceNetworkSerializeByMemcpy<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 aNetworkManager
that was already shut down would cause an immediate shutdown the next time it was started (basically the fix makesShutdown
idempotent). (#1877)
1.0.0-pre.7
[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 andcom.unity.transport
package dependency (#1823) - Added
NetworkVariableWritePermission
toNetworkVariableBase
and implementedOwner
client writable netvars. (#1762) UnityTransport
settings can now be set programmatically. (#1845)FastBufferWriter
and Reader IsInitialized property. (#1859)
Changed
- Updated
UnityTransport
dependency oncom.unity.transport
to 1.0.0 (#1849)
Removed
- Removed
SnapshotSystem
(#1852) - Removed
com.unity.modules.animation
,com.unity.modules.physics
andcom.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 callingDisconnectLocalClient
orDisconnectRemoteClient
. (#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
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
Netcode for GameObjects
Added
- Added
PreviousValue
inNetworkListEvent
, whenValue
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
andSetClientRelayData
. These are meant to be less error-prone thanSetRelayServerData
(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
andNetworkEndPoint
are now deprecated, since their semantics are no longer clear with the introduction of the newServerListenAddress
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
Netcode for GameObjects
Added
- Added
com.unity.modules.physics
andcom.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 ofthis 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
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
, andm_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
1.0.0-pre.2
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>
forNetworkTransform
(#1060) - Implemented
NetworkPrefabHandler
that provides support for object pooling andNetworkPrefab
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
andNetworkTickSystem
which allows for improved control over time and ticks. (#845) - Added a
OnNetworkDespawn
function toNetworkObject
which gets called when aNetworkObject
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
andNetworkObject
'sNetworkManager
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
andNetworkRigidbody2D
components to support networkingRigidbody
andRigidbody2D
components (#1202, #1175) - Added
NetworkObjectReference
andNetworkBehaviourReference
structs which allow to sendingNetworkObject/Behaviours
over RPCs/NetworkVariable
s (#1173) - Added
NetworkAnimator
component to support networkingAnimator
component (#1281, #872)
Changed
- Bumped minimum Unity version, renamed package as "Unity Netcode for GameObjects", replaced
MLAPI
namespace and its variants withUnity.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 Library
→Netcode for GameObjects
- Name:
com.unity.multiplayer.mlapi
→com.unity.netcode.gameobjects
- Updated package description
- Display name:
- All
MLAPI.x
namespaces are replaced withUnity.Netcode
MLAPI.Messaging
→Unity.Netcode
MLAPI.Connection
→Unity.Netcode
MLAPI.Logging
→Unity.Netcode
MLAPI.SceneManagement
→Unity.Netcode
- and other
MLAPI.x
variants toUnity.Netcode
- All assembly definitions are renamed with
Unity.Netcode.x
variantsUnity.Multiplayer.MLAPI.Runtime
→Unity.Netcode.Runtime
Unity.Multiplayer.MLAPI.Editor
→Unity.Netcode.Editor
- and other
Unity.Multiplayer.MLAPI.x
variants toUnity.Netcode.x
variants
- Minimum Unity version:
- Renamed
Prototyping
namespace and assembly definition toComponents
(#1145) - Changed
NetworkObject.Despawn(bool destroy)
API to default todestroy = 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 byNetworkSceneManager.LoadScene
(#955)NetworkManager, NetworkConfig, and NetworkSceneManager
scene registration replaced with scenes in build list (#1080)GlobalObjectIdHash
replacedPrefabHash
andPrefabHashGenerator
for stability and consistency (#698)NetworkStart
has been renamed toOnNetworkSpawn
. (#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 useBufferSerializer<T>
instead ofNetworkSerializer
(#1187) - Changed
CustomMessagingManager
's methods to useFastBufferWriter
andFastBufferReader
instead ofStream
(#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
- Removed
NetworkChannel
andMultiplexTransportAdapter
(#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 fromServerRpcSendParams
andClientRpcSendParams
(#1187) - Removed
NetworkBuffer
,NetworkWriter
,NetworkReader
,NetworkSerializer
,PooledNetworkBuffer
,PooledNetworkWriter
, andPooledNetworkReader
(#1187) - Removed
EnableNetworkVariable
inNetworkConfig
, 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
'sStopServer()
,StopClient()
andStopHost()
methods and replaced with singleNetworkManager.Shutdown()
method for all (#1108)
Fixed
- Fixed ServerRpc ownership check to
Debug.LogError
instead ofDebug.LogWarning
(#1126) - Fixed
NetworkObject.OwnerClientId
property changing beforeNetworkBehaviour.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 existingNetworkObject
s
- Now
- Fixed Only one
PlayerPrefab
can be selected onNetworkManager
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
NetworkVariable
s 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 usesNetworkVariable
s 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 serializeINetworkSerializable
types through theirNetworkSerialize
implementationNetworkObjects
marked asDontDestroyOnLoad
are disabled during some network scene transitionsNetworkTransform
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.