From 5aab06d8012aad8a153c96f910620469e4800c29 Mon Sep 17 00:00:00 2001 From: Noellie Velez Date: Wed, 18 Mar 2026 18:52:59 +0100 Subject: [PATCH 1/2] Use cached network manager instead of property --- .../Runtime/Components/NetworkTransform.cs | 58 ++++++++++--------- 1 file changed, 31 insertions(+), 27 deletions(-) diff --git a/com.unity.netcode.gameobjects/Runtime/Components/NetworkTransform.cs b/com.unity.netcode.gameobjects/Runtime/Components/NetworkTransform.cs index 64e9bc0b95..4d9467a893 100644 --- a/com.unity.netcode.gameobjects/Runtime/Components/NetworkTransform.cs +++ b/com.unity.netcode.gameobjects/Runtime/Components/NetworkTransform.cs @@ -1621,7 +1621,7 @@ internal bool SynchronizeScale public bool CanCommitToTransform { get; protected set; } /// - /// Internally used by to keep track of the instance assigned to this + /// Internally used by to keep track of the instance assigned to /// this derived class instance. /// protected NetworkManager m_CachedNetworkManager; @@ -1852,6 +1852,7 @@ private bool ShouldSynchronizeHalfFloat(ulong targetClientId) if (!IsServerAuthoritative() && NetworkObject.OwnerClientId == targetClientId) { // In distributed authority mode we want to synchronize the half float if we are the owner. + // TODO do we have a cached NetworkManager here? Should we create one? return (!NetworkManager.DistributedAuthorityMode && NetworkObject.IsOwnedByServer) || (NetworkManager.DistributedAuthorityMode); } return true; @@ -3537,7 +3538,7 @@ private void ApplyPlayerTransformState() /// /// For dynamically spawned NetworkObjects, when the non-authority instance's client is already connected and - /// the SynchronizeState is still pending synchronization then we want to finalize the synchornization at this time. + /// the SynchronizeState is still pending synchronization then we want to finalize the synchronization at this time. /// protected internal override void InternalOnNetworkPostSpawn() { @@ -3550,7 +3551,7 @@ protected internal override void InternalOnNetworkPostSpawn() // Then we want to: // - Force the "IsSynchronizing" flag so the NetworkTransform has its state updated properly and runs through the initialization again. // - Make sure the SynchronizingState is updated to the instantiated prefab's default flags/settings. - if (NetworkManager.IsServer && !NetworkManager.DistributedAuthorityMode && !IsOwner && !OnIsServerAuthoritative() && !SynchronizeState.IsSynchronizing) + if (m_CachedNetworkManager.IsServer && !m_CachedNetworkManager.DistributedAuthorityMode && !IsOwner && !OnIsServerAuthoritative() && !SynchronizeState.IsSynchronizing) { // Handle the first/root NetworkTransform slightly differently to have a sequenced synchronization of like authority nested NetworkTransform components if (m_IsFirstNetworkTransform) @@ -3578,7 +3579,7 @@ protected internal override void InternalOnNetworkPostSpawn() } // Standard non-authority synchronization is handled here - if (!CanCommitToTransform && NetworkManager.IsConnectedClient && SynchronizeState.IsSynchronizing) + if (!CanCommitToTransform && m_CachedNetworkManager.IsConnectedClient && SynchronizeState.IsSynchronizing) { NonAuthorityFinalizeSynchronization(); } @@ -3631,7 +3632,6 @@ internal override void InternalOnNetworkPreSpawn(ref NetworkManager networkManag public override void OnNetworkSpawn() { m_ParentedChildren.Clear(); - m_CachedNetworkManager = NetworkManager; Initialize(); @@ -3639,6 +3639,7 @@ public override void OnNetworkSpawn() { SetState(GetSpaceRelativePosition(), GetSpaceRelativeRotation(), GetScale(), false); } + base.OnNetworkSpawn(); } private void CleanUpOnDestroyOrDespawn() @@ -3651,7 +3652,7 @@ private void CleanUpOnDestroyOrDespawn() #endif if (m_CachedNetworkObject != null) { - NetworkManager?.NetworkTransformRegistration(m_CachedNetworkObject, forUpdate, false); + m_CachedNetworkManager.NetworkTransformRegistration(m_CachedNetworkObject, forUpdate, false); } DeregisterForTickUpdate(this); @@ -3697,7 +3698,7 @@ protected virtual void OnInitialize(ref NetworkVariable r /// private void ResetInterpolatedStateToCurrentAuthoritativeState() { - var serverTime = NetworkManager.ServerTime.Time; + var serverTime = m_CachedNetworkManager.ServerTime.Time; #if COM_UNITY_MODULES_PHYSICS || COM_UNITY_MODULES_PHYSICS2D var position = m_UseRigidbodyForMotion ? m_NetworkRigidbodyInternal.GetPosition() : GetSpaceRelativePosition(); var rotation = m_UseRigidbodyForMotion ? m_NetworkRigidbodyInternal.GetRotation() : GetSpaceRelativeRotation(); @@ -3719,7 +3720,7 @@ private void ResetInterpolatedStateToCurrentAuthoritativeState() } private NetworkObject m_CachedNetworkObject; /// - /// The internal initialzation method to allow for internal API adjustments + /// The internal initialization method to allow for internal API adjustments /// /// private void InternalInitialization(bool isOwnershipChange = false) @@ -3731,7 +3732,7 @@ private void InternalInitialization(bool isOwnershipChange = false) m_CachedNetworkObject = NetworkObject; // Determine if this is the first NetworkTransform in the associated NetworkObject's list - m_IsFirstNetworkTransform = NetworkObject.NetworkTransforms[0] == this; + m_IsFirstNetworkTransform = m_CachedNetworkObject.NetworkTransforms[0] == this; if (m_CachedNetworkManager && m_CachedNetworkManager.DistributedAuthorityMode) { @@ -3755,9 +3756,9 @@ private void InternalInitialization(bool isOwnershipChange = false) var currentPosition = GetSpaceRelativePosition(); var currentRotation = GetSpaceRelativeRotation(); - if (NetworkManager.DistributedAuthorityMode) + if (m_CachedNetworkManager.DistributedAuthorityMode) { - RegisterNetworkManagerForTickUpdate(NetworkManager); + RegisterNetworkManagerForTickUpdate(m_CachedNetworkManager); } #if COM_UNITY_MODULES_PHYSICS || COM_UNITY_MODULES_PHYSICS2D @@ -3941,7 +3942,7 @@ internal override void InternalOnNetworkObjectParentChanged(NetworkObject parent if (LastTickSync == m_LocalAuthoritativeNetworkState.GetNetworkTick()) { m_InternalCurrentPosition = m_LastStateTargetPosition = GetSpaceRelativePosition(); - m_PositionInterpolator.ResetTo(m_PositionInterpolator.Parent, m_InternalCurrentPosition, NetworkManager.ServerTime.Time); + m_PositionInterpolator.ResetTo(m_PositionInterpolator.Parent, m_InternalCurrentPosition, m_CachedNetworkManager.ServerTime.Time); if (InLocalSpace) { transform.localPosition = m_InternalCurrentPosition; @@ -3973,7 +3974,7 @@ internal override void InternalOnNetworkObjectParentChanged(NetworkObject parent { m_InternalCurrentRotation = GetSpaceRelativeRotation(); m_TargetRotation = m_InternalCurrentRotation.eulerAngles; - m_RotationInterpolator.ResetTo(m_RotationInterpolator.Parent, m_InternalCurrentRotation, NetworkManager.ServerTime.Time); + m_RotationInterpolator.ResetTo(m_RotationInterpolator.Parent, m_InternalCurrentRotation, m_CachedNetworkManager.ServerTime.Time); if (InLocalSpace) { transform.localRotation = m_InternalCurrentRotation; @@ -4596,7 +4597,7 @@ internal void TransformStateUpdate() { // TODO: Investigate where this state should be applied or just discarded. // For now, discard the state if we assumed ownership. - // Debug.Log($"[Client-{NetworkManager.LocalClientId}] Ignoring inbound update from Client-{0} and parentUpdated:{isParentingDirective}!"); + // Debug.Log($"[Client-{m_CachedNetworkManager.LocalClientId}] Ignoring inbound update from Client-{0} and parentUpdated:{isParentingDirective}!"); return; } // Store the previous/old state @@ -4653,17 +4654,17 @@ private void UpdateTransformState() { continue; } - if (!NetworkObject.Observers.Contains(clientId)) + if (!m_CachedNetworkObject.Observers.Contains(clientId)) { continue; } - NetworkManager.MessageManager.SendMessage(ref m_OutboundMessage, networkDelivery, clientId); + m_CachedNetworkManager.MessageManager.SendMessage(ref m_OutboundMessage, networkDelivery, clientId); } } else { // Clients (owner authoritative) send messages to the server-host - NetworkManager.MessageManager.SendMessage(ref m_OutboundMessage, networkDelivery, NetworkManager.ServerClientId); + m_CachedNetworkManager.MessageManager.SendMessage(ref m_OutboundMessage, networkDelivery, NetworkManager.ServerClientId); } m_LocalAuthoritativeNetworkState.LastSerializedSize = m_OutboundMessage.BytesWritten; } @@ -4802,7 +4803,7 @@ public NetworkTransformTickRegistration(NetworkManager networkManager) internal void RegisterForTickSynchronization() { s_TickSynchPosition++; - m_NextTickSync = NetworkManager.ServerTime.Tick + (s_TickSynchPosition % (int)NetworkManager.NetworkConfig.TickRate); + m_NextTickSync = m_CachedNetworkManager.ServerTime.Tick + (s_TickSynchPosition % (int)NetworkManager.NetworkConfig.TickRate); } private static void RegisterNetworkManagerForTickUpdate(NetworkManager networkManager) @@ -4821,14 +4822,15 @@ private static void RegisterNetworkManagerForTickUpdate(NetworkManager networkMa /// private static void RegisterForTickUpdate(NetworkTransform networkTransform) { - - if (!networkTransform.NetworkManager.DistributedAuthorityMode && !s_NetworkTickRegistration.ContainsKey(networkTransform.NetworkManager)) + //CHECK can we use NetworkManager.Singleton instead as we are in static context? + var networkManager = networkTransform.NetworkManager; + if (!networkManager.DistributedAuthorityMode && !s_NetworkTickRegistration.ContainsKey(networkManager)) { - s_NetworkTickRegistration.Add(networkTransform.NetworkManager, new NetworkTransformTickRegistration(networkTransform.NetworkManager)); + s_NetworkTickRegistration.Add(networkManager, new NetworkTransformTickRegistration(networkManager)); } networkTransform.RegisterForTickSynchronization(); - s_NetworkTickRegistration[networkTransform.NetworkManager].NetworkTransforms.Add(networkTransform); + s_NetworkTickRegistration[networkManager].NetworkTransforms.Add(networkTransform); } /// @@ -4838,16 +4840,18 @@ private static void RegisterForTickUpdate(NetworkTransform networkTransform) /// private static void DeregisterForTickUpdate(NetworkTransform networkTransform) { - if (networkTransform.NetworkManager == null) + //CHECK static context, can we use NetworkManager.Singleton? + var networkManager = networkTransform.NetworkManager; + if (!networkManager) { return; } - if (s_NetworkTickRegistration.ContainsKey(networkTransform.NetworkManager)) + if (s_NetworkTickRegistration.ContainsKey(networkManager)) { - s_NetworkTickRegistration[networkTransform.NetworkManager].NetworkTransforms.Remove(networkTransform); - if (!networkTransform.NetworkManager.DistributedAuthorityMode && s_NetworkTickRegistration[networkTransform.NetworkManager].NetworkTransforms.Count == 0) + s_NetworkTickRegistration[networkManager].NetworkTransforms.Remove(networkTransform); + if (!networkManager.DistributedAuthorityMode && s_NetworkTickRegistration[networkManager].NetworkTransforms.Count == 0) { - var registrationEntry = s_NetworkTickRegistration[networkTransform.NetworkManager]; + var registrationEntry = s_NetworkTickRegistration[networkManager]; registrationEntry.Remove(); } } From 17416f788d24e806d156e7cb2704618bb07e0817 Mon Sep 17 00:00:00 2001 From: Noellie Velez Date: Wed, 18 Mar 2026 19:11:33 +0100 Subject: [PATCH 2/2] Update changelog --- com.unity.netcode.gameobjects/CHANGELOG.md | 2 +- .../Runtime/Components/NetworkTransform.cs | 2 -- 2 files changed, 1 insertion(+), 3 deletions(-) diff --git a/com.unity.netcode.gameobjects/CHANGELOG.md b/com.unity.netcode.gameobjects/CHANGELOG.md index 190981fad4..19c0add8e9 100644 --- a/com.unity.netcode.gameobjects/CHANGELOG.md +++ b/com.unity.netcode.gameobjects/CHANGELOG.md @@ -14,7 +14,7 @@ Additional documentation and release notes are available at [Multiplayer Documen - `NetworkTransport.EarlyUpdate` and `NetworkTransport.PostLateUpdate` are now public. For the vast majority of users, there's really no point in ever calling those methods directly (the `NetworkManager` handles it). It's only useful if wrapping transports outside of NGO. (#3890) ### Changed - +- Improve performance of `NetworkTransform`. (#3907) ### Deprecated diff --git a/com.unity.netcode.gameobjects/Runtime/Components/NetworkTransform.cs b/com.unity.netcode.gameobjects/Runtime/Components/NetworkTransform.cs index 4d9467a893..c2c2c6f8a3 100644 --- a/com.unity.netcode.gameobjects/Runtime/Components/NetworkTransform.cs +++ b/com.unity.netcode.gameobjects/Runtime/Components/NetworkTransform.cs @@ -4822,7 +4822,6 @@ private static void RegisterNetworkManagerForTickUpdate(NetworkManager networkMa /// private static void RegisterForTickUpdate(NetworkTransform networkTransform) { - //CHECK can we use NetworkManager.Singleton instead as we are in static context? var networkManager = networkTransform.NetworkManager; if (!networkManager.DistributedAuthorityMode && !s_NetworkTickRegistration.ContainsKey(networkManager)) { @@ -4840,7 +4839,6 @@ private static void RegisterForTickUpdate(NetworkTransform networkTransform) /// private static void DeregisterForTickUpdate(NetworkTransform networkTransform) { - //CHECK static context, can we use NetworkManager.Singleton? var networkManager = networkTransform.NetworkManager; if (!networkManager) {