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Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/CHANGELOG.md
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@@ -215,8 +215,8 @@ Additional documentation and release notes are available at [Multiplayer Documen
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## [2.0.0-exp.2] - 2024-04-02
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### Added
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- Added updates to all internal messages to account for a distributed authority network session connection. (#2863)
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- Added `NetworkRigidbodyBase` that provides users with a more customizable network rigidbody, handles both `Rigidbody` and `Rigidbody2D`, and provides an option to make `NetworkTransform` use the rigid body for motion. (#2863)
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- Added updates to all internal messages to account for a distributed authority network session connection. (#2863)
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- Added `NetworkRigidbodyBase` that provides users with a more customizable network rigidbody, handles both `Rigidbody` and `Rigidbody2D`, and provides an option to make `NetworkTransform` use the rigid body for motion. (#2863)
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- For a customized `NetworkRigidbodyBase` class:
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-`NetworkRigidbodyBase.AutoUpdateKinematicState` provides control on whether the kinematic setting will be automatically set or not when ownership changes.
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-`NetworkRigidbodyBase.AutoSetKinematicOnDespawn` provides control on whether isKinematic will automatically be set to true when the associated `NetworkObject` is despawned.
@@ -352,6 +352,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
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- Fixed issue where you could not have multiple source network prefab overrides targeting the same network prefab as their override. (#2710)
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### Changed
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- Changed the server or host shutdown so it will now perform a "soft shutdown" when `NetworkManager.Shutdown` is 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)
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- Changed `OnClientDisconnectedCallback` will now return the assigned client identifier on the local client side if the client was approved and assigned one prior to being disconnected. (#2789)
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- Changed `NetworkTransform.SetState` (and related methods) now are cumulative during a fractional tick period and sent on the next pending tick. (#2777)
@@ -364,6 +365,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
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- Changed in-scene placed `NetworkObject`s now set their `IsSceneObject` value when generating their `GlobalObjectIdHash` value. (#2710)
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- Changed the default `NetworkConfig.SpawnTimeout` value from 1.0s to 10.0s. (#2710)
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## [1.7.1] - 2023-11-15
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### Added
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### Added
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- Added a protected virtual method `NetworkTransform.OnInitialize(ref NetworkTransformState replicatedState)` that just returns the replicated state reference.
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### Fixed
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- 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)
NetworkLog.LogError($"[DestinationState To Transition Info] Layer ({animationState.Layer}) sub-table does not contain destination state ({animationState.DestinationStateHash})!");
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}
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}
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// For reference, it is valid to have no transition information
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// For reference, it is valid to have no transition information
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//else if (NetworkManager.LogLevel == LogLevel.Developer)
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//{
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// NetworkLog.LogError($"[DestinationState To Transition Info] Layer ({animationState.Layer}) does not exist!");
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