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Copy file name to clipboardExpand all lines: .github/ISSUE_TEMPLATE/support.md
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@@ -7,6 +7,7 @@ assignees: ''
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---
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Post your questions or problems here.
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For support related questions we HIGHLY recommend to post a message either on the [Unity Discussions](https://discussions.unity.com/tag/netcode-for-gameobjects) or on our [Discord Community](https://discord.gg/TqNeJTtC) where you can get help from the community and the developers.
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Those forums will get you the fastest response and are the best place to ask for help.
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For general questions, networking advice or discussions about the Netcode for GameObjects, you can also reach us on our [Discord Community](https://discord.gg/FM8SE9E) or create a post in the [Unity Multiplayer Forum](https://forum.unity.com/forums/multiplayer.26/).
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If you still feel like you want to open a support issue as an GitHub Issue, please make sure to include as much information as possible (also including any relevant code/project) to help us understand your problem.
# This workflow is designed to verify that the pull request description contains a "## Backport" section, which is important as a reminder to account for backports for anyone that works with NGO repository.
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# We have 2 development branches (develop and develop-2.0.0) and we need to ensure that relevant changes are landing in only one or both of them
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# If the "##Backport" section is missing, the workflow will fail and block the PR from merging, prompting the developer to add this section.
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# The workflow is configured to run when PR is created as well as when it is edited which also counts simple description edits.
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name: "NGO - Backport Verification"
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on:
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pull_request:
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types: [opened, edited]
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branches:
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- develop
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- develop-2.0.0
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jobs:
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backport-verification:
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runs-on: ubuntu-latest
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steps:
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- name: Checkout code
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uses: actions/checkout@v3
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- name: Check PR description
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uses: actions/github-script@v6
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with:
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script: |
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const pr = context.payload.pull_request;
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const body = pr.body || '';
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if (!body.includes('## Backport')) {
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core.setFailed('PR description must include a "## Backport" section. Please add this section and provide information about this PR backport to develop or develop-2.0.0 branch respectively or explain why backport is not needed.');
Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/CHANGELOG.md
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@@ -22,6 +22,8 @@ Additional documentation and release notes are available at [Multiplayer Documen
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### Fixed
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- Fixed issue where in-scene placed `NetworkObjects` could fail to synchronize its transform properly (especially without a `NetworkTransform`) if their parenting changes from the default when the scene is loaded and if the same scene remains loaded between network sessions while the parenting is completely different from the original hierarchy. (#3387)
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- Fixed an issue in `UnityTransport` where the transport would accept sends on invalid connections, leading to a useless memory allocation and confusing error message. (#3382)
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- Fixed issue where the time delta that interpolators used would not be properly updated during multiple fixed update invocations within the same player loop frame. (#3355)
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- Fixed issue when using a distributed authority network topology and many clients attempt to connect simultaneously the session owner could max-out the maximum in-flight reliable messages allowed, start dropping packets, and some of the connecting clients would fail to fully synchronize. (#3350)
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- Fixed issue when using a distributed authority network topology and scene management was disabled clients would not be able to spawn any new network prefab instances until synchronization was complete. (#3350)
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### Changed
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- Changed the scene loading event serialization order for in-scene placed `NetworkObject`s to be based on their parent-child hierarchy. (#3387)
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- Changed the original `Lerp` interpolation type to `LegacyLerp`. (#3355)
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- Changed `BufferedLinearInterpolator<T>.Update(float deltaTime, NetworkTime serverTime)` as being deprecated since this method is only used for internal testing purposes. (#3337)
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- Changed error thrown when attempting to build a dedicated server with Unity Transport that uses websockets to provide more useful information to the user. (#3336)
// TODO: Provide more options than just FixedJoint
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Debug.LogError($"[Rigidbody] WHen using a Rigidbody for motion, you cannot use {nameof(InLocalSpace)}! If parenting, use the integrated FixedJoint or use a Joint on Authority side.");
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}
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#endif
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// Check for parenting when synchronizing and/or teleporting
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