Releases: Unity-Technologies/com.unity.netcode.gameobjects
Releases · Unity-Technologies/com.unity.netcode.gameobjects
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>.Duplicate
to 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.MarkNetworkBehaviourDirty
so that user-created network variable types can mark their containingNetworkBehaviour
to be processed by the update loop. (#2694)
Fixed
- Fixed issue where the server side
NetworkSceneManager
instance 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
UnityTransport
would 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
NetworkBehaviour
component'sOnNetworkDespawn
was not being invoked on the host-server side for an in-scene placedNetworkObject
when a scene was unloaded (during a scene transition) and theNetworkBehaviour
component was positioned/ordered before theNetworkObject
component. (#2685) - Fixed issue where
SpawnWithObservers
was not being honored whenNetworkConfig.EnableSceneManagement
was disabled. (#2682) - Fixed issue where
NetworkAnimator
was 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
DefaultNetworkPrefabs
asset was not enabled by default. (#2662) - Fixed issue where the
GlobalObjectIdHash
value could be updated but the asset not marked as dirty. (#2662) - Fixed issue where the
GlobalObjectIdHash
value of a (network) prefab asset could be assigned an incorrect value when editing the prefab in a temporary scene. (#2662) - Fixed issue where the
GlobalObjectIdHash
value 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.transport
to 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.OwnedObjects
was not returning any owned objects due to theNetworkClient.IsConnected
not being properly set. (#2631) - Fixed a crash when calling TrySetParent with a null Transform (#2625)
- Fixed issue where a
NetworkTransform
using full precision state updates was losing transform state updates when interpolation was enabled. (#2624) - Fixed issue where
NetworkObject.SpawnWithObservers
was not being honored for late joining clients. (#2623) - Fixed issue where invoking
NetworkManager.Shutdown
multiple 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_SUPPORT
to 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.SpawnWithObservers
property (default is true) that when set to false will spawn aNetworkObject
with no observers and will not be spawned on any client untilNetworkObject.NetworkShow
is invoked. (#2568)
Fixed
- Fixed: Fixed a null reference in codegen in some projects (#2581)
- Fixed issue where the
OnClientDisconnected
client 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
NetworkListEvent
forEventType.RemoveAt
events. (#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
NetworkVariable
s of enum types. (#2529) - Making a
NetworkVariable
with anINetworkSerializable
type 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
UnityTransport
that occurred ifStartClient
failed. (#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
UnityTransport
dependency oncom.unity.transport
to 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
OnServerStarted
andOnServerStopped
events that will trigger only on the server (or host player) to notify that the server just started or is no longer active (#2420) - Added
OnClientStarted
andOnClientStopped
events 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.UseHalfFloatPrecision
property 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.UseQuaternionSynchronization
property that, when enabled, will synchronize the entire quaternion. (#2388) - Added
NetworkTransform.UseQuaternionCompression
property 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.SlerpPosition
property that, when enabled along with interpolation being enabled, will interpolate usingVector3.Slerp
. (#2388) - Added
BufferedLinearInterpolatorVector3
that replaces the float version, is now used byNetworkTransform
, and provides the ability to enable or disableSlerp
. (#2388) - Added
HalfVector3
used for scale when half float precision is enabled. (#2388) - Added
HalfVector4
used for rotation when half float precision and quaternion synchronization is enabled. (#2388) - Added
HalfVector3DeltaPosition
used 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.GetSpaceRelativePosition
andNetworkTransform.GetSpaceRelativeRotation
helper methods to return the proper values depending upon whether local or world space. (#2388) - Added
NetworkTransform.OnAuthorityPushTransformState
virtual method that is invoked just prior to sending theNetworkTransformState
to non-authoritative instances. This provides users with the ability to obtain more precise delta values for prediction related calculations. (#2388) - Added
NetworkTransform.OnNetworkTransformStateUpdated
virtual method that is invoked just after the authoritativeNetworkTransformState
is applied. This provides users with the ability to obtain more precise delta values for prediction related calculations. (#2388) - Added
NetworkTransform.OnInitialize
virtual method that is invoked after theNetworkTransform
has been initialized or re-initialized when ownership changes. This provides for a way to make adjustments whenNetworkTransform
is initialized (i.e. resetting client prediction etc) (#2388) - Added
NetworkObject.SynchronizeTransform
property (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.ActiveSceneSynchronizationEnabled
property, disabled by default, that enables client synchronization of server-side active scene changes. (#2383) - Added
NetworkObject.ActiveSceneSynchronization
, disabled by default, that will automatically migrate aNetworkObject
to a newly assigned active scene. (#2383) - Added
NetworkObject.SceneMigrationSynchronization
, enabled by default, that will synchronize client(s) when aNetworkObject
is migrated into a new scene on the server side viaSceneManager.MoveGameObjectToScene
. (#2383)
Changed
- Made sure the
CheckObjectVisibility
delegate is checked and applied, uponNetworkShow
attempt. Found while supporting (#2454), although this is not a fix for this (already fixed) issue. (#2463) - Changed
NetworkTransform
authority 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
NetworkTransformState
structure is now public and now has public methods that provide access to key properties of theNetworkTransformState
structure. (#2388) - Changed
NetworkTransform
interpolation 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
NetworkSceneManager
to migrate dynamically spawnedNetworkObject
s withDestroyWithScene
set to false into the active scene if their current scene is unloaded. (#2383) - Updated the server to synchronize its local
NetworkSceneManager.ClientSynchronizationMode
during 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
NetworkAnimator
was 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
NetworkAnimator
was not properly detecting and synchronizing cross fade initiated transitions. (#2481) - Fixed issue where
NetworkAnimator
was 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
NetworkVariable
s in derivedNetworkBehaviour
s (#2423) - Fixed issue where runtime association of
Animator
properties toAnimationCurve
s would causeNetworkAnimator
to attempt to update those changes. (#2416) - Fixed issue where
NetworkAnimator
would not check if its associatedAnimator
was 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
NetworkTransform
was not setting the teleport flag when theNetworkTransform.InLocalSpace
value changed. This issue only impactedNetworkTransform
when interpolation was enabled. (#2388) - Fixed issue when the
NetworkSceneManager.ClientSynchronizationMode
isLoadSceneMode.Additive
and 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.ClientSynchronizationMode
was 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
UnityTransport
dependency oncom.unity.transport
to 1.3.3. (#2450) NetworkShow()
ofNetworkObject
s are delayed until the end of the frame to ensure consistency of delta-driven variables likeNetworkList
.- Dirty
NetworkObject
are 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
shouldGhostsInterpolate
toteleportDisabled
for 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.LocalClientId
was returning theNetworkTransport.ServerClientId
as opposed to theNetworkManager.m_LocalClientId
. (#2398) - Fixed issue where a dynamically spawned
NetworkObject
parented under an in-scene placedNetworkObject
would have itsInScenePlaced
value 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
NetcodeSettingsProvider
would 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
UnityTransport
where 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
NetworkAnimator
issue where it was not checking forAnimatorStateTtansition.destinationStateMachine
and any possible sub-states defined within it. (#2309) - Fixed
NetworkAnimator
issue where the host client was receiving the ClientRpc animation updates when the host was the owner.(#2309) Will be fixed in next update - Fixed
NetworkAnimator
issue with using pooled objects and when specific properties are cleaned during despawn and destroy.(#2309) - Fixed issue where
NetworkAnimator
was checking for animation changes when the associatedNetworkObject
was 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.OnSynchronize
which is invoked during the initialNetworkObject
synchronization process. This provides users the ability to include custom serialization information that will be applied to theNetworkBehaviour
prior to theNetworkObject
being 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
NetworkObject
auto-add helper and Multiplayer Tools install reminder settings to Project Settings. (#2285) - Added
public string DisconnectReason
getter toNetworkManager
andstring Reason
toConnectionApprovalResponse
. 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.EnsureNetworkVariableLengthSafety
is disabledNetworkVariable
fields do not write the additionalushort
size value (which helps to reduce the total synchronization message size), but when enabled it still writes the additionalushort
value. (#2298) - Optimized bandwidth usage by encoding most integer fields using variable-length encoding. (#2276)
Fixed
- Fixed issue where
NetworkTransform
components nested under a parent with aNetworkObject
component (i.e. network prefab) would not have their associatedGameObject
's transform synchronized. (#2298) - Fixed issue where
NetworkObject
s 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
NetworkObject
s nested under aGameObject
would 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
UnityTransport
where 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
NetworkObjects
were not honoring theAutoObjectParentSync
property. (#2281) - Fixed the issue where
NetworkManager.OnClientConnectedCallback
was being invoked before in-scene placedNetworkObject
s had been spawned when startingNetworkManager
as a host. (#2277) - Creating a
FastBufferReader
withAllocator.None
will not result in extra memory being allocated for the buffer (since it's owned externally in that scenario). (#2265)
Removed
- Removed the
NetworkObject
auto-add and Multiplayer Tools install reminder settings from the Menu interface. (#2285)
1.1.0
[1.1.0] - 2022-10-20
Added
- Added
NetworkManager.IsApproved
flag that is set totrue
a client has been approved.(#2261) UnityTransport
now provides a way to set the Relay server data directly from theRelayServerData
structure (provided by the Unity Transport package) throuh itsSetRelayServerData
method. This allows making use of the new APIs in UTP 1.3 that simplify integration of the Relay SDK. (#2235)- IPv6 is now supported for direct connections when using
UnityTransport
. (#2232) - Added WebSocket support when using UTP 2.0 with
UseWebSockets
property in theUnityTransport
component of theNetworkManager
allowing to pick WebSockets for communication. When building for WebGL, this selection happens automatically. (#2201) - Added position, rotation, and scale to the
ParentSyncMessage
which provides users the ability to specify the final values on the server-side whenOnNetworkObjectParentChanged
is invoked just before the message is created (when theTransform
values are applied to the message). (#2146) - Added
NetworkObject.TryRemoveParent
method for convenience purposes opposed to having to cast null to eitherGameObject
orNetworkObject
. (#2146)
Changed
- Updated
UnityTransport
dependency oncom.unity.transport
to 1.3.0. (#2231) - The send queues of
UnityTransport
are now dynamically-sized. This means that there shouldn't be any need anymore to tweak the 'Max Send Queue Size' value. In fact, this field is now removed from the inspector and will not be serialized anymore. It is still possible to set it manually using theMaxSendQueueSize
property, but it is not recommended to do so aside from some specific needs (e.g. limiting the amount of memory used by the send queues in very constrained environments). (#2212) - As a consequence of the above change, the
UnityTransport.InitialMaxSendQueueSize
field is now deprecated. There is no default value anymore since send queues are dynamically-sized. (#2212) - The debug simulator in
UnityTransport
is now non-deterministic. Its random number generator used to be seeded with a constant value, leading to the same pattern of packet drops, delays, and jitter in every run. (#2196) NetworkVariable<>
now supports managedINetworkSerializable
types, as well as other managed types with serialization/deserialization delegates registered toUserNetworkVariableSerialization<T>.WriteValue
andUserNetworkVariableSerialization<T>.ReadValue
(#2219)NetworkVariable<>
andBufferSerializer<BufferSerializerReader>
now deserializeINetworkSerializable
types in-place, rather than constructing new ones. (#2219)
Fixed
- Fixed
NetworkManager.ApprovalTimeout
will not timeout due to slower client synchronization times as it now uses the addedNetworkManager.IsApproved
flag to determined if the client has been approved or not.(#2261) - Fixed issue caused when changing ownership of objects hidden to some clients (#2242)
- Fixed issue where an in-scene placed NetworkObject would not invoke NetworkBehaviour.OnNetworkSpawn if the GameObject was disabled when it was despawned. (#2239)
- Fixed issue where clients were not rebuilding the
NetworkConfig
hash value for each unique connection request. (#2226) - Fixed the issue where player objects were not taking the
DontDestroyWithOwner
property into consideration when a client disconnected. (#2225) - Fixed issue where
SceneEventProgress
would not complete if a client late joins while it is still in progress. (#2222) - Fixed issue where
SceneEventProgress
would not complete if a client disconnects. (#2222) - Fixed issues with detecting if a
SceneEventProgress
has timed out. (#2222) - Fixed issue #1924 where
UnityTransport
would fail to restart after a first failure (even if what caused the initial failure was addressed). (#2220) - Fixed issue where
NetworkTransform.SetStateServerRpc
andNetworkTransform.SetStateClientRpc
were not honoring local vs world space settings when applying the position and rotation. (#2203) - Fixed ILPP
TypeLoadException
on WebGL on MacOS Editor and potentially other platforms. (#2199) - Implicit conversion of NetworkObjectReference to GameObject will now return null instead of throwing an exception if the referenced object could not be found (i.e., was already despawned) (#2158)
- Fixed warning resulting from a stray NetworkAnimator.meta file (#2153)
- Fixed Connection Approval Timeout not working client side. (#2164)
- Fixed issue where the
WorldPositionStays
parenting parameter was not being synchronized with clients. (#2146) - Fixed issue where parented in-scene placed
NetworkObject
s would fail for late joining clients. (#2146) - Fixed issue where scale was not being synchronized which caused issues with nested parenting and scale when
WorldPositionStays
was true. (#2146) - Fixed issue with
NetworkTransform.ApplyTransformToNetworkStateWithInfo
where it was not honoring axis sync settings whenNetworkTransformState.IsTeleportingNextFrame
was true. (#2146) - Fixed issue with
NetworkTransform.TryCommitTransformToServer
where it was not honoring theInLocalSpace
setting. (#2146) - Fixed ClientRpcs always reporting in the profiler view as going to all clients, even when limited to a subset of clients by
ClientRpcParams
. (#2144) - Fixed RPC codegen failing to choose the correct extension methods for
FastBufferReader
andFastBufferWriter
when the parameters were a generic type (i.e., List) and extensions for multiple instantiations of that type have been defined (i.e., List and List) (#2142) - Fixed the issue where running a server (i.e. not host) the second player would not receive updates (unless a third player joined). (#2127)
- Fixed issue where late-joining client transition synchronization could fail when more than one transition was occurring.(#2127)
- Fixed throwing an exception in
OnNetworkUpdate
causing otherOnNetworkUpdate
calls to not be executed. (#1739) - Fixed synchronization when Time.timeScale is set to 0. This changes timing update to use unscaled deltatime. Now network updates rate are independent from the local time scale. (#2171)
- Fixed not sending all NetworkVariables to all clients when a client connects to a server. (#1987)
- Fixed IsOwner/IsOwnedByServer being wrong on the server after calling RemoveOwnership (#2211)
1.0.2
Fixed
- Fixed issue where
NetworkTransform
was not honoring the InLocalSpace property on the authority side during OnNetworkSpawn. (#2170) - Fixed issue where
NetworkTransform
was not ending extrapolation for the previous state causing non-authoritative instances to become out of synch. (#2170) - Fixed issue where
NetworkTransform
was not continuing to interpolate for the remainder of the associated tick period. (#2170) - Fixed issue during
NetworkTransform.OnNetworkSpawn
for non-authoritative instances where it was initializing interpolators with the replicated network state which now only contains the transform deltas that occurred during a network tick and not the entire transform state. (#2170)