You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/CHANGELOG.md
+3Lines changed: 3 additions & 0 deletions
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -11,7 +11,10 @@ Additional documentation and release notes are available at [Multiplayer Documen
11
11
12
12
- When using `UnityTransport`, _reliable_ payloads are now allowed to exceed the configured 'Max Payload Size'. Unreliable payloads remain bounded by this setting. (#2081)
13
13
14
+
14
15
### Fixed
16
+
17
+
- Fixed issue when attempting to spawn a parent `GameObject`, with `NetworkObject` component attached, that has one or more child `GameObject`s, that are inactive in the hierarchy, with `NetworkBehaviour` components it will no longer attempt to spawn the associated NetworkBehaviour(s) or invoke ownership changed notifications but will log a warning message. (#2096)
15
18
- Fixed issue where `NetworkObject.NetworkHide` was despawning and destroying, as opposed to only despawning, in-scene placed `NetworkObject`s. (#2086)
16
19
- Fixed issue where `NetworkAnimator` would not synchronize a looping animation for late joining clients if it was at the very end of its loop. (#2076)
17
20
- Fixed issue where `NetworkAnimator` was not removing its subscription from `OnClientConnectedCallback` when despawned during the shutdown sequence. (#2074)
Debug.LogWarning($"{ChildNetworkBehaviours[i].gameObject.name} is disabled! Netcode for GameObjects does not support disabled NetworkBehaviours! The {ChildNetworkBehaviours[i].GetType().Name} component was skipped during ownership assignment!");
Debug.LogWarning($"{ChildNetworkBehaviours[i].gameObject.name} is disabled! Netcode for GameObjects does not support spawning disabled NetworkBehaviours! The {ChildNetworkBehaviours[i].GetType().Name} component was skipped during spawn!");
// Set the child object to be inactive in the hierarchy
58
+
childObject.SetActive(false);
59
+
60
+
LogAssert.Expect(LogType.Warning,$"{childObject.name} is disabled! Netcode for GameObjects does not support disabled NetworkBehaviours! The {childBehaviour.GetType().Name} component was skipped during ownership assignment!");
61
+
LogAssert.Expect(LogType.Warning,$"{childObject.name} is disabled! Netcode for GameObjects does not support spawning disabled NetworkBehaviours! The {childBehaviour.GetType().Name} component was skipped during spawn!");
62
+
63
+
parentNetworkObject.Spawn();
64
+
yieldreturns_DefaultWaitForTick;
65
+
}
66
+
26
67
/// <summary>
27
68
/// This test validates a fix to NetworkBehaviour.NetworkObject when
28
69
/// the NetworkManager.LogLevel is set to Developer
0 commit comments