diff --git a/com.unity.netcode.gameobjects/CHANGELOG.md b/com.unity.netcode.gameobjects/CHANGELOG.md index 72c75d0dbd..3353565e01 100644 --- a/com.unity.netcode.gameobjects/CHANGELOG.md +++ b/com.unity.netcode.gameobjects/CHANGELOG.md @@ -11,6 +11,8 @@ Additional documentation and release notes are available at [Multiplayer Documen ### Added - It is now possible to control which port clients will bind to using the `UnityTransport.ConnectionData.ClientBindPort` field. If not set, clients will bind to an ephemeral port (same as before this change). (#3764) +- Added a flag to override command-line arguments (port and ip) in `SetConnectionData`. (#3760) +- Added a command-line singleton to parse environment command-line arguments. (#3760) ### Changed @@ -27,7 +29,7 @@ Additional documentation and release notes are available at [Multiplayer Documen - Fixed issues with the "Client-server quickstart for Netcode for GameObjects" script having static methods and properties. (#3787) - Fixed issue where invoking an RPC, on another `NetworkBehaviour` associated with the same `NetworkObject` that is ordered before the `NetworkBehaviour` invoking the RPC, during `OnNetworkSpawn` could throw an exception if scene management is disabled. (#3782) - Fixed issue where the `Axis to Synchronize` toggles didn't work with multi object editing in `NetworkTransform`. (#3781) - +- Fixed issue where using the dedicated server package would override all attempts to change the port by code. (#3760) ### Security diff --git a/com.unity.netcode.gameobjects/Documentation~/TableOfContents.md b/com.unity.netcode.gameobjects/Documentation~/TableOfContents.md index b16a9207aa..3b683f8770 100644 --- a/com.unity.netcode.gameobjects/Documentation~/TableOfContents.md +++ b/com.unity.netcode.gameobjects/Documentation~/TableOfContents.md @@ -19,6 +19,7 @@ * [Max players](basics/maxnumberplayers.md) * [Transports](advanced-topics/transports.md) * [Unity Relay](relay/relay.md) + * [Command-line arguments](command-line-arguments.md) * [Network components](network-components.md) * [Core components](components/core/corecomponents.md) * [NetworkObject](components/core/networkobject.md) diff --git a/com.unity.netcode.gameobjects/Documentation~/basics/maxnumberplayers.md b/com.unity.netcode.gameobjects/Documentation~/basics/maxnumberplayers.md index fa5ca5add4..ead258bfab 100644 --- a/com.unity.netcode.gameobjects/Documentation~/basics/maxnumberplayers.md +++ b/com.unity.netcode.gameobjects/Documentation~/basics/maxnumberplayers.md @@ -21,7 +21,7 @@ if( m_Portal.NetManager.ConnectedClientsIds.Count >= CharSelectData.k_MaxLobbyPl } ``` -> [!NOTE]​ +> [!NOTE] > In connection approval delegate, Netcode for GameObjects doesn't support sending anything more than a Boolean back.