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Copy file name to clipboardExpand all lines: .yamato/_triggers.yml
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@@ -87,8 +87,10 @@ pr_code_changes_checks:
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# Coverage on other standalone machines is present in Nightly job so it's enough to not run all of them for PRs
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# desktop_standalone_test and cmb_service_standalone_test are both reusing desktop_standalone_build dependency so we run those in the same configuration on PRs to reduce waiting time.
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# Note that our daily tests will anyway run both test configurations in "minimal supported" and "trunk" configurations
Welcome to the Netcode for GameObjects repository.
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Netcode for GameObjects is a Unity package that provides networking capabilities to GameObject & MonoBehaviour workflows. The framework is interoperable with many low-level transports, including the official [Unity Transport Package](https://docs-multiplayer.unity3d.com/transport/current/about).
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Netcode for GameObjects is a Unity package that provides networking capabilities to GameObject & MonoBehaviour workflows. The framework is interoperable with many low-level transports, including the official [Unity Transport Package](https://docs.unity3d.com/Packages/com.unity.transport@latest).
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### Getting Started
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Visit the [Multiplayer Docs Site](https://docs-multiplayer.unity3d.com/) for package & API documentation, as well as information about several samples which leverage the Netcode for GameObjects package.
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Visit the [Multiplayer Docs Site](https://docs.unity3d.com/Manual/multiplayer.html) for package & API documentation, as well as information about several samples which leverage the Netcode for GameObjects package.
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You can also jump right into our [Hello World](https://docs-multiplayer.unity3d.com/netcode/current/tutorials/helloworld) guide for a taste of how to use the framework for basic networked tasks.
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You can also use our [quickstart guide](https://docs.unity3d.com/Packages/com.unity.netcode.gameobjects@latest/?subfolder=/manual/tutorials/get-started-with-ngo.html) to get a taste of how to use the framework for basic networked tasks.
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### Community and Feedback
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For general questions, networking advice or discussions about Netcode for GameObjects, please join our [Discord Community](https://discord.gg/FM8SE9E) or create a post in the [Unity Multiplayer Forum](https://forum.unity.com/forums/multiplayer.26/).
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For general questions, networking advice or discussions about Netcode for GameObjects, please join our [Discord Community](https://discord.gg/unity) or create a post in the [Unity Forum's "Netcode for GameObjects" section](https://discussions.unity.com/tag/Netcode-for-GameObjects).
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### Compatibility
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@@ -48,4 +48,4 @@ We are an open-source project and we encourage and welcome contributions. If you
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If you have an issue, bug or feature request, please follow the information in our [contribution guidelines](CONTRIBUTING.md) to submit an issue.
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You can also check out our public [roadmap](https://unity.com/roadmap/unity-platform/multiplayer-networking) to get an idea for what we might be working on next!
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You can also check out our public [roadmap](https://unity.com/roadmap#unity-platform-multiplayer) to get an idea for what we might be working on next!
- Added new fields to the `SceneMap` struct when using Unity 6.3 or higher. These fields allow referencing scene handles via the new `SceneHandle` struct. (#3734)
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### Changed
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@@ -25,6 +26,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
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### Deprecated
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- On Unity 6.5 some `SceneMap` fields that use an `int` to represent a `SceneHandle` are deprecated. (#3734)
Assert.That(writer.Position,Is.EqualTo(0),"Writer position should be zero");
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writer.WriteNetworkSerializable(handle);
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#if SCENE_MANAGEMENT_SCENE_HANDLE_MUST_USE_ULONG
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Assert.That(writer.Position,Is.EqualTo(sizeof(ulong)),$"Writer position should not be beyond size! Expected: {sizeof(ulong)} Actual: {writer.Position}");
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#else
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Assert.That(writer.Position,Is.EqualTo(sizeof(int)),$"Writer position should not be beyond size! Expected: {sizeof(int)} Actual: {writer.Position}");
Assert.That(reader.Position,Is.EqualTo(sizeof(ulong)),$"Reader position should not be beyond size! Expected: {sizeof(ulong)} Actual: {reader.Position}");
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#else
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Assert.That(reader.Position,Is.EqualTo(sizeof(int)),$"Reader position should not be beyond size! Expected: {sizeof(int)} Actual: {reader.Position}");
Assert.That(listWriter.Position,Is.EqualTo(expectedSize),$"Writer position should not be beyond size! Expected: {expectedSize} Actual: {listWriter.Position}");
Assert.That(listReader.Position,Is.EqualTo(expectedSize),$"Reader position should not be beyond expected size! Expected: {expectedSize} Actual: {listReader.Position}");
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