Releases: Unity-Technologies/com.unity.netcode.gameobjects
Releases · Unity-Technologies/com.unity.netcode.gameobjects
1.8.1
1.8.0
Added
- Added a new RPC attribute, which is simply
Rpc. (#2762)- This is a generic attribute that can perform the functions of both Server and Client RPCs, as well as enabling client-to-client RPCs. Includes several default targets:
Server,NotServer,Owner,NotOwner,Me,NotMe,ClientsAndHost, andEveryone. Runtime overrides are available for any of these targets, as well as for sending to a specific ID or groups of IDs. - This attribute also includes the ability to defer RPCs that are sent to the local process to the start of the next frame instead of executing them immediately, treating them as if they had gone across the network. The default behavior is to execute immediately.
- This attribute effectively replaces
ServerRpcandClientRpc.ServerRpcandClientRpcremain in their existing forms for backward compatibility, butRpcwill be the recommended and most supported option.
- This is a generic attribute that can perform the functions of both Server and Client RPCs, as well as enabling client-to-client RPCs. Includes several default targets:
- Added
NetworkManager.OnConnectionEventas a unified connection event callback to notify clients and servers of all client connections and disconnections within the session (#2762) - Added
NetworkManager.ServerIsHostandNetworkBehaviour.ServerIsHostto allow a client to tell if it is connected to a host or to a dedicated server (#2762) - Added
SceneEventProgress.SceneManagementNotEnabledreturn status to be returned when aNetworkSceneManagermethod is invoked and scene management is not enabled. (#2735) - Added
SceneEventProgress.ServerOnlyActionreturn status to be returned when aNetworkSceneManagermethod is invoked by a client. (#2735) - Added
NetworkObject.InstantiateAndSpawnandNetworkSpawnManager.InstantiateAndSpawnmethods to simplify prefab spawning by assuring that the prefab is valid and applies any override prior to instantiating theGameObjectand spawning theNetworkObjectinstance. (#2710)
Fixed
- Fixed issue where a client disconnected by a server-host would not receive a local notification. (#2789)
- Fixed issue where a server-host could shutdown during a relay connection but periodically the transport disconnect message sent to any connected clients could be dropped. (#2789)
- Fixed issue where a host could disconnect its local client but remain running as a server. (#2789)
- Fixed issue where
OnClientDisconnectedCallbackwas not being invoked under certain conditions. (#2789) - Fixed issue where
OnClientDisconnectedCallbackwas always returning 0 as the client identifier. (#2789) - Fixed issue where if a host or server shutdown while a client owned NetworkObjects (other than the player) it would throw an exception. (#2789)
- Fixed issue where setting values on a
NetworkVariableorNetworkListwithinOnNetworkDespawnduring a shutdown sequence would throw an exception. (#2789) - Fixed issue where a teleport state could potentially be overridden by a previous unreliable delta state. (#2777)
- Fixed issue where
NetworkTransformwas using theNetworkManager.ServerTime.Tickas opposed toNetworkManager.NetworkTickSystem.ServerTime.Tickduring the authoritative side's tick update where it performed a delta state check. (#2777) - Fixed issue where a parented in-scene placed NetworkObject would be destroyed upon a client or server exiting a network session but not unloading the original scene in which the NetworkObject was placed. (#2737)
- Fixed issue where during client synchronization and scene loading, when client synchronization or the scene loading mode are set to
LoadSceneMode.Single, aCreateObjectMessagecould be received, processed, and the resultant spawnedNetworkObjectcould be instantiated in the client's currently active scene that could, towards the end of the client synchronization or loading process, be unloaded and cause the newly createdNetworkObjectto be destroyed (and throw and exception). (#2735) - Fixed issue where a
NetworkTransforminstance with interpolation enabled would result in wide visual motion gaps (stuttering) under above normal latency conditions and a 1-5% or higher packet are drop rate. (#2713) - Fixed issue where you could not have multiple source network prefab overrides targeting the same network prefab as their override. (#2710)
Changed
- Changed the server or host shutdown so it will now perform a "soft shutdown" when
NetworkManager.Shutdownis invoked. This will send a disconnect notification to all connected clients and the server-host will wait for all connected clients to disconnect or timeout after a 5 second period before completing the shutdown process. (#2789) - Changed
OnClientDisconnectedCallbackwill now return the assigned client identifier on the local client side if the client was approved and assigned one prior to being disconnected. (#2789) - Changed
NetworkTransform.SetState(and related methods) now are cumulative during a fractional tick period and sent on the next pending tick. (#2777) NetworkManager.ConnectedClientsIdsis now accessible on the client side and will contain the list of all clients in the session, including the host client if the server is operating in host mode (#2762)- Changed
NetworkSceneManagerto return aSceneEventProgressstatus and not throw exceptions for methods invoked when scene management is disabled and when a client attempts to access aNetworkSceneManagermethod by a client. (#2735) - Changed
NetworkTransformauthoritative instance tick registration so a singleNetworkTransformspecific tick event update will update all authoritative instances to improve perofmance. (#2713) - Changed
NetworkPrefabs.OverrideToNetworkPrefabdictionary is no longer used/populated due to it ending up being related to a regression bug and not allowing more than one override to be assigned to a network prefab asset. (#2710) - Changed in-scene placed
NetworkObjects now store their source network prefab asset'sGlobalObjectIdHashinternally that is used, when scene management is disabled, by clients to spawn the correct prefab even if theNetworkPrefabentry has an override. This does not impact dynamically spawning the same prefab which will yield the override on both host and client. (#2710) - Changed in-scene placed
NetworkObjects no longer require aNetworkPrefabentry withGlobalObjectIdHashoverride in order for clients to properly synchronize. (#2710) - Changed in-scene placed
NetworkObjects now set theirIsSceneObjectvalue when generating theirGlobalObjectIdHashvalue. (#2710) - Changed the default
NetworkConfig.SpawnTimeoutvalue from 1.0s to 10.0s. (#2710)
1.7.1
[1.7.1] - 2023-11-24
Fixed
- Fixed a bug where having a class with Rpcs that inherits from a class without Rpcs that inherits from NetworkVariable would cause a compile error. (#2751)
- Fixed issue where NetworkBehaviour.Synchronize was not truncating the write buffer if nothing was serialized during NetworkBehaviour.OnSynchronize causing an additional 6 bytes to be written per NetworkBehaviour component instance. (#2749)
1.7.0
[1.7.0] - 2023-10-11
Added
- exposed NetworkObject.GetNetworkBehaviourAtOrderIndex as a public API (#2724)
- Added context menu tool that provides users with the ability to quickly update the GlobalObjectIdHash value for all in-scene placed prefab instances that were created prior to adding a NetworkObject component to it. (#2707)
- Added methods NetworkManager.SetPeerMTU and NetworkManager.GetPeerMTU to be able to set MTU sizes per-peer (#2676)
- Added
GenerateSerializationForGenericParameterAttribute, which can be applied to user-created Network Variable types to ensure the codegen generates serialization for the generic types they wrap. (#2694) - Added
GenerateSerializationForTypeAttribute, which can be applied to any class or method to ensure the codegen generates serialization for the specific provided type. (#2694) - Exposed
NetworkVariableSerialization<T>.Read,NetworkVariableSerialization<T>.Write,NetworkVariableSerialization<T>.AreEqual, andNetworkVariableSerialization<T>.Duplicateto further support the creation of user-created network variables by allowing users to access the generated serialization methods and serialize generic types efficiently without boxing. (#2694) - Added
NetworkVariableBase.MarkNetworkBehaviourDirtyso that user-created network variable types can mark their containingNetworkBehaviourto be processed by the update loop. (#2694)
Fixed
- Fixed issue where the server side
NetworkSceneManagerinstance was not adding the currently active scene to its list of scenes loaded. (#2723) - Generic NetworkBehaviour types no longer result in compile errors or runtime errors (#2720)
- Rpcs within Generic NetworkBehaviour types can now serialize parameters of the class's generic types (but may not have generic types of their own) (#2720)
- Errors are no longer thrown when entering play mode with domain reload disabled (#2720)
- NetworkSpawn is now correctly called each time when entering play mode with scene reload disabled (#2720)
- NetworkVariables of non-integer types will no longer break the inspector (#2714)
- NetworkVariables with NonSerializedAttribute will not appear in the inspector (#2714)
- Fixed issue where
UnityTransportwould attempt to establish WebSocket connections even if using UDP/DTLS Relay allocations when the build target was WebGL. This only applied to working in the editor since UDP/DTLS can't work in the browser. (#2695) - Fixed issue where a
NetworkBehaviourcomponent'sOnNetworkDespawnwas not being invoked on the host-server side for an in-scene placedNetworkObjectwhen a scene was unloaded (during a scene transition) and theNetworkBehaviourcomponent was positioned/ordered before theNetworkObjectcomponent. (#2685) - Fixed issue where
SpawnWithObserverswas not being honored whenNetworkConfig.EnableSceneManagementwas disabled. (#2682) - Fixed issue where
NetworkAnimatorwas not internally tracking changes to layer weights which prevented proper layer weight synchronization back to the original layer weight value. (#2674) - Fixed "writing past the end of the buffer" error when calling ResetDirty() on managed network variables that are larger than 256 bytes when serialized. (#2670)
- Fixed issue where generation of the
DefaultNetworkPrefabsasset was not enabled by default. (#2662) - Fixed issue where the
GlobalObjectIdHashvalue could be updated but the asset not marked as dirty. (#2662) - Fixed issue where the
GlobalObjectIdHashvalue of a (network) prefab asset could be assigned an incorrect value when editing the prefab in a temporary scene. (#2662) - Fixed issue where the
GlobalObjectIdHashvalue generated after creating a (network) prefab from an object constructed within the scene would not be the correct final value in a stand alone build. (#2662)
Changed
- Updated dependency on
com.unity.transportto version 1.4.0. (#2716)
1.6.0
[1.6.0] - 2023-08-29
Added
- Added a protected virtual method NetworkTransform.OnInitialize(ref NetworkTransformState replicatedState) that just returns the replicated state reference.
Fixed
- Fixed issue where invoking NetworkManager.Shutdown within NetworkManager.OnClientStopped or NetworkManager.OnServerStopped would force NetworkManager.ShutdownInProgress to remain true after completing the shutdown process. (#2661)
- Issue where ARMv7 Android builds would crash when trying to validate the batch header. (#2654)
- Fixed issue with client synchronization of position when using half precision and the delta position reaches the maximum value and is collapsed on the host prior to being forwarded to the non-owner clients. (#2636)
- Fixed issue with scale not synchronizing properly depending upon the spawn order of NetworkObjects. (#2636)
- Fixed issue position was not properly transitioning between ownership changes with an owner authoritative NetworkTransform. (#2636)
- Fixed issue where a late joining non-owner client could update an owner authoritative NetworkTransform if ownership changed without any updates to position prior to the non-owner client joining. (#2636)
1.5.2
[1.5.2] - 2023-07-24
Fixed
- Fixed issue where
NetworkClient.OwnedObjectswas not returning any owned objects due to theNetworkClient.IsConnectednot being properly set. (#2631) - Fixed a crash when calling TrySetParent with a null Transform (#2625)
- Fixed issue where a
NetworkTransformusing full precision state updates was losing transform state updates when interpolation was enabled. (#2624) - Fixed issue where
NetworkObject.SpawnWithObserverswas not being honored for late joining clients. (#2623) - Fixed issue where invoking
NetworkManager.Shutdownmultiple times, depending upon the timing, could cause an exception. (#2622) - Fixed issue where removing ownership would not notify the server that it gained ownership. This also resolves the issue where an owner authoritative NetworkTransform would not properly initialize upon removing ownership from a remote client. (#2618)
- Fixed ILPP issues when using CoreCLR and for certain dedicated server builds. (#2614)
- Fixed an ILPP compile error when creating a generic NetworkBehaviour singleton with a static T instance. (#2603)
1.5.1
[1.5.1] - 2023-05-24
Added
- Added support for serializing
NativeArray<>andNativeList<>inFastBufferReader/FastBufferWriter,BufferSerializer,NetworkVariable, and RPCs. (To useNativeList<>, addUNITY_NETCODE_NATIVE_COLLECTION_SUPPORTto your Scripting Define Symbols inProject Settings > Player) (#2375) - The location of the automatically-created default network prefab list can now be configured (#2544)
- Added: Message size limits (max single message and max fragmented message) can now be set using NetworkManager.MaximumTransmissionUnitSize and NetworkManager.MaximumFragmentedMessageSize for transports that don't work with the default values (#2530)
- Added
NetworkObject.SpawnWithObserversproperty (default is true) that when set to false will spawn aNetworkObjectwith no observers and will not be spawned on any client untilNetworkObject.NetworkShowis invoked. (#2568)
Fixed
- Fixed: Fixed a null reference in codegen in some projects (#2581)
- Fixed issue where the
OnClientDisconnectedclient identifier was incorrect after a pending client connection was denied. (#2569) - Fixed warning "Runtime Network Prefabs was not empty at initialization time." being erroneously logged when no runtime network prefabs had been added (#2565)
- Fixed issue where some temporary debug console logging was left in a merged PR. (#2562)
- Fixed the "Generate Default Network Prefabs List" setting not loading correctly and always reverting to being checked. (#2545)
- Fixed issue where users could not use NetworkSceneManager.VerifySceneBeforeLoading to exclude runtime generated scenes from client synchronization. (#2550)
- Fixed missing value on
NetworkListEventforEventType.RemoveAtevents. (#2542,#2543) - Fixed issue where parenting a NetworkTransform under a transform with a scale other than Vector3.one would result in incorrect values on non-authoritative instances. (#2538)
- Fixed issue where a server would include scene migrated and then despawned NetworkObjects to a client that was being synchronized. (#2532)
- Fixed the inspector throwing exceptions when attempting to render
NetworkVariables of enum types. (#2529) - Making a
NetworkVariablewith anINetworkSerializabletype that doesn't meet thenew()constraint will now create a compile-time error instead of an editor crash (#2528) - Fixed Multiplayer Tools package installation docs page link on the NetworkManager popup. (#2526)
- Fixed an exception and error logging when two different objects are shown and hidden on the same frame (#2524)
- Fixed a memory leak in
UnityTransportthat occurred ifStartClientfailed. (#2518) - Fixed issue where a client could throw an exception if abruptly disconnected from a network session with one or more spawned
NetworkObject(s). (#2510) - Fixed issue where invalid endpoint addresses were not being detected and returning false from NGO UnityTransport. (#2496)
- Fixed some errors that could occur if a connection is lost and the loss is detected when attempting to write to the socket. (#2495)
Changed
- Adding network prefabs before NetworkManager initialization is now supported. (#2565)
- Connecting clients being synchronized now switch to the server's active scene before spawning and synchronizing NetworkObjects. (#2532)
- Updated
UnityTransportdependency oncom.unity.transportto 1.3.4. (#2533) - Improved performance of NetworkBehaviour initialization by replacing reflection when initializing NetworkVariables with compile-time code generation, which should help reduce hitching during additive scene loads. (#2522)
1.4.0
[1.4.0] - 2023-04-10
Added
- Added a way to access the GlobalObjectIdHash via PrefabIdHash for use in the Connection Approval Callback. (#2437)
- Added
OnServerStartedandOnServerStoppedevents that will trigger only on the server (or host player) to notify that the server just started or is no longer active (#2420) - Added
OnClientStartedandOnClientStoppedevents that will trigger only on the client (or host player) to notify that the client just started or is no longer active (#2420) - Added
NetworkTransform.UseHalfFloatPrecisionproperty that, when enabled, will use half float values for position, rotation, and scale. This yields a 50% bandwidth savings a the cost of precision. (#2388) - Added
NetworkTransform.UseQuaternionSynchronizationproperty that, when enabled, will synchronize the entire quaternion. (#2388) - Added
NetworkTransform.UseQuaternionCompressionproperty that, when enabled, will use a smallest three implementation reducing a full quaternion synchronization update to the size of an unsigned integer. (#2388) - Added
NetworkTransform.SlerpPositionproperty that, when enabled along with interpolation being enabled, will interpolate usingVector3.Slerp. (#2388) - Added
BufferedLinearInterpolatorVector3that replaces the float version, is now used byNetworkTransform, and provides the ability to enable or disableSlerp. (#2388) - Added
HalfVector3used for scale when half float precision is enabled. (#2388) - Added
HalfVector4used for rotation when half float precision and quaternion synchronization is enabled. (#2388) - Added
HalfVector3DeltaPositionused for position when half float precision is enabled. This handles loss in position precision by updating only the delta position as opposed to the full position. (#2388) - Added
NetworkTransform.GetSpaceRelativePositionandNetworkTransform.GetSpaceRelativeRotationhelper methods to return the proper values depending upon whether local or world space. (#2388) - Added
NetworkTransform.OnAuthorityPushTransformStatevirtual method that is invoked just prior to sending theNetworkTransformStateto non-authoritative instances. This provides users with the ability to obtain more precise delta values for prediction related calculations. (#2388) - Added
NetworkTransform.OnNetworkTransformStateUpdatedvirtual method that is invoked just after the authoritativeNetworkTransformStateis applied. This provides users with the ability to obtain more precise delta values for prediction related calculations. (#2388) - Added
NetworkTransform.OnInitializevirtual method that is invoked after theNetworkTransformhas been initialized or re-initialized when ownership changes. This provides for a way to make adjustments whenNetworkTransformis initialized (i.e. resetting client prediction etc) (#2388) - Added
NetworkObject.SynchronizeTransformproperty (default is true) that provides users with another way to help with bandwidth optimizations where, when set to false, theNetworkObject's associated transform will not be included when spawning and/or synchronizing late joining players. (#2388) - Added
NetworkSceneManager.ActiveSceneSynchronizationEnabledproperty, disabled by default, that enables client synchronization of server-side active scene changes. (#2383) - Added
NetworkObject.ActiveSceneSynchronization, disabled by default, that will automatically migrate aNetworkObjectto a newly assigned active scene. (#2383) - Added
NetworkObject.SceneMigrationSynchronization, enabled by default, that will synchronize client(s) when aNetworkObjectis migrated into a new scene on the server side viaSceneManager.MoveGameObjectToScene. (#2383)
Changed
- Made sure the
CheckObjectVisibilitydelegate is checked and applied, uponNetworkShowattempt. Found while supporting (#2454), although this is not a fix for this (already fixed) issue. (#2463) - Changed
NetworkTransformauthority handles delta checks on each new network tick and no longer consumes processing cycles checking for deltas for all frames in-between ticks. (#2388) - Changed the
NetworkTransformStatestructure is now public and now has public methods that provide access to key properties of theNetworkTransformStatestructure. (#2388) - Changed
NetworkTransforminterpolation adjusts its interpolation "ticks ago" to be 2 ticks latent if it is owner authoritative and the instance is not the server or 1 tick latent if the instance is the server and/or is server authoritative. (#2388) - Updated
NetworkSceneManagerto migrate dynamically spawnedNetworkObjects withDestroyWithSceneset to false into the active scene if their current scene is unloaded. (#2383) - Updated the server to synchronize its local
NetworkSceneManager.ClientSynchronizationModeduring the initial client synchronization. (#2383)
Fixed
- Fixed issue where during client synchronization the synchronizing client could receive a ObjectSceneChanged message before the client-side NetworkObject instance had been instantiated and spawned. (#2502)
- Fixed issue where
NetworkAnimatorwas building client RPC parameters to exclude the host from sending itself messages but was not including it in the ClientRpc parameters. (#2492) - Fixed issue where
NetworkAnimatorwas not properly detecting and synchronizing cross fade initiated transitions. (#2481) - Fixed issue where
NetworkAnimatorwas not properly synchronizing animation state updates. (#2481) - Fixed float NetworkVariables not being rendered properly in the inspector of NetworkObjects. (#2441)
- Fixed an issue where Named Message Handlers could remove themselves causing an exception when the metrics tried to access the name of the message.(#2426)
- Fixed registry of public
NetworkVariables in derivedNetworkBehaviours (#2423) - Fixed issue where runtime association of
Animatorproperties toAnimationCurves would causeNetworkAnimatorto attempt to update those changes. (#2416) - Fixed issue where
NetworkAnimatorwould not check if its associatedAnimatorwas valid during serialization and would spam exceptions in the editor console. (#2416) - Fixed issue with a child's rotation rolling over when interpolation is enabled on a
NetworkTransform. Now using half precision or full quaternion synchronization will always update all axis. (#2388) - Fixed issue where
NetworkTransformwas not setting the teleport flag when theNetworkTransform.InLocalSpacevalue changed. This issue only impactedNetworkTransformwhen interpolation was enabled. (#2388) - Fixed issue when the
NetworkSceneManager.ClientSynchronizationModeisLoadSceneMode.Additiveand the server changes the currently active scene prior to a client connecting then upon a client connecting and being synchronized the NetworkSceneManager would clear its internal ScenePlacedObjects list that could already be populated. (#2383) - Fixed issue where a client would load duplicate scenes of already preloaded scenes during the initial client synchronization and
NetworkSceneManager.ClientSynchronizationModewas set toLoadSceneMode.Additive. (#2383)
1.3.1
[1.3.1] - 2023-03-27
Added
- Added detection and graceful handling of corrupt packets for additional safety. (#2419)
Changed
- The UTP component UI has been updated to be more user-friendly for new users by adding a simple toggle to switch between local-only (127.0.0.1) and remote (0.0.0.0) binding modes, using the toggle "Allow Remote Connections" (#2408)
- Updated
UnityTransportdependency oncom.unity.transportto 1.3.3. (#2450) NetworkShow()ofNetworkObjects are delayed until the end of the frame to ensure consistency of delta-driven variables likeNetworkList.- Dirty
NetworkObjectare reset at end-of-frame and not at serialization time. NetworkHide()of an object that was justNetworkShow()n produces a warning, as remote clients will not get a spawn/despawn pair.- Renamed the NetworkTransform.SetState parameter
shouldGhostsInterpolatetoteleportDisabledfor better clarity of what that parameter does. (#2228) - Network prefabs are now stored in a ScriptableObject that can be shared between NetworkManagers, and have been exposed for public access. By default, a Default Prefabs List is created that contains all NetworkObject prefabs in the project, and new NetworkManagers will default to using that unless that option is turned off in the Netcode for GameObjects settings. Existing NetworkManagers will maintain their existing lists, which can be migrated to the new format via a button in their inspector. (#2322)
Fixed
- Fixed issue where changes to a layer's weight would not synchronize unless a state transition was occurring.(#2399)
- Fixed issue where
NetworkManager.LocalClientIdwas returning theNetworkTransport.ServerClientIdas opposed to theNetworkManager.m_LocalClientId. (#2398) - Fixed issue where a dynamically spawned
NetworkObjectparented under an in-scene placedNetworkObjectwould have itsInScenePlacedvalue changed totrue. This would result in a soft synchronization error for late joining clients. (#2396) - Fixed a UTP test that was failing when you install Unity Transport package 2.0.0 or newer. (#2347)
- Fixed issue where
NetcodeSettingsProviderwould throw an exception in Unity 2020.3.x versions. (#2345) - Fixed server side issue where, depending upon component ordering, some NetworkBehaviour components might not have their OnNetworkDespawn method invoked if the client side disconnected. (#2323)
- Fixed a case where data corruption could occur when using UnityTransport when reaching a certain level of send throughput. (#2332)
- Fixed an issue in
UnityTransportwhere an exception would be thrown if starting a Relay host/server on WebGL. This exception should only be thrown if using direct connections (where WebGL can't act as a host/server). (#2321) - Fixed
NetworkAnimatorissue where it was not checking forAnimatorStateTtansition.destinationStateMachineand any possible sub-states defined within it. (#2309) - Fixed
NetworkAnimatorissue where the host client was receiving the ClientRpc animation updates when the host was the owner.(#2309) Will be fixed in next update - Fixed
NetworkAnimatorissue with using pooled objects and when specific properties are cleaned during despawn and destroy.(#2309) - Fixed issue where
NetworkAnimatorwas checking for animation changes when the associatedNetworkObjectwas not spawned.(#2309) - Corrected an issue with the documentation for BufferSerializer (#2401)
1.2.0
[1.2.0] - 2022-11-21
Added
- Added protected method
NetworkBehaviour.OnSynchronizewhich is invoked during the initialNetworkObjectsynchronization process. This provides users the ability to include custom serialization information that will be applied to theNetworkBehaviourprior to theNetworkObjectbeing spawned. (#2298) - Added support for different versions of the SDK to talk to each other in circumstances where changes permit it. Starting with this version and into future versions, patch versions should be compatible as long as the minor version is the same. (#2290)
- Added
NetworkObjectauto-add helper and Multiplayer Tools install reminder settings to Project Settings. (#2285) - Added
public string DisconnectReasongetter toNetworkManagerandstring ReasontoConnectionApprovalResponse. Allows connection approval to communicate back a reason. Also addedpublic void DisconnectClient(ulong clientId, string reason)allowing setting a disconnection reason, when explicitly disconnecting a client. (#2280)
Changed
- Changed 3rd-party
XXHash(32 & 64) implementation with an in-house reimplementation (#2310) - When
NetworkConfig.EnsureNetworkVariableLengthSafetyis disabledNetworkVariablefields do not write the additionalushortsize value (which helps to reduce the total synchronization message size), but when enabled it still writes the additionalushortvalue. (#2298) - Optimized bandwidth usage by encoding most integer fields using variable-length encoding. (#2276)
Fixed
- Fixed issue where
NetworkTransformcomponents nested under a parent with aNetworkObjectcomponent (i.e. network prefab) would not have their associatedGameObject's transform synchronized. (#2298) - Fixed issue where
NetworkObjects that failed to instantiate could cause the entire synchronization pipeline to be disrupted/halted for a connecting client. (#2298) - Fixed issue where in-scene placed
NetworkObjects nested under aGameObjectwould be added to the orphaned children list causing continual console warning log messages. (#2298) - Custom messages are now properly received by the local client when they're sent while running in host mode. (#2296)
- Fixed issue where the host would receive more than one event completed notification when loading or unloading a scene only when no clients were connected. (#2292)
- Fixed an issue in
UnityTransportwhere an error would be logged if the 'Use Encryption' flag was enabled with a Relay configuration that used a secure protocol. (#2289) - Fixed issue where in-scene placed
NetworkObjectswere not honoring theAutoObjectParentSyncproperty. (#2281) - Fixed the issue where
NetworkManager.OnClientConnectedCallbackwas being invoked before in-scene placedNetworkObjects had been spawned when startingNetworkManageras a host. (#2277) - Creating a
FastBufferReaderwithAllocator.Nonewill not result in extra memory being allocated for the buffer (since it's owned externally in that scenario). (#2265)
Removed
- Removed the
NetworkObjectauto-add and Multiplayer Tools install reminder settings from the Menu interface. (#2285)