Skip to content

Commit 5b15609

Browse files
NoelStephensUnityDepri0nDeprion
authored
chore: replicate PR-2833 physics2d rigidbody2d fix (#2871)
* Fix physics2d not working without physics * update updating changelog --------- Co-authored-by: Depri0n <[email protected]> Co-authored-by: Deprion <[email protected]>
1 parent ac46fa7 commit 5b15609

File tree

2 files changed

+7
-1
lines changed

2 files changed

+7
-1
lines changed

com.unity.netcode.gameobjects/CHANGELOG.md

Lines changed: 5 additions & 0 deletions
Original file line numberDiff line numberDiff line change
@@ -17,9 +17,14 @@ Additional documentation and release notes are available at [Multiplayer Documen
1717
- Added virtual method NetworkVariableBase.Update(), which is called once per frame to support behaviors such as interpolation between an anticipated value and an authoritative one. (#2820)
1818
- Added NetworkTime.TickWithPartial, which represents the current tick as a double that includes the fractional/partial tick value. (#2820)
1919
- Added NetworkTickSystem.AnticipationTick, which can be helpful with implementation of client anticipation. This value represents the tick the current local client was at at the beginning of the most recent network round trip, which enables it to correlate server update ticks with the client tick that may have triggered them. (#2820)
20+
- `NetworkVariable` now includes built-in support for `NativeHashSet`, `NativeHashMap`, `List`, `HashSet`, and `Dictionary` (#2813)
21+
- `NetworkVariable` now includes delta compression for collection values (`NativeList`, `NativeArray`, `NativeHashSet`, `NativeHashMap`, `List`, `HashSet`, `Dictionary`, and `FixedString` types) to save bandwidth by only sending the values that changed. (Note: For `NativeList`, `NativeArray`, and `List`, this algorithm works differently than that used in `NetworkList`. This algorithm will use less bandwidth for "set" and "add" operations, but `NetworkList` is more bandwidth-efficient if you are performing frequent "insert" operations.) (#2813)
22+
- `UserNetworkVariableSerialization` now has optional callbacks for `WriteDelta` and `ReadDelta`. If both are provided, they will be used for all serialization operations on NetworkVariables of that type except for the first one for each client. If either is missing, the existing `Write` and `Read` will always be used. (#2813)
23+
- Network variables wrapping `INetworkSerializable` types can perform delta serialization by setting `UserNetworkVariableSerialization<T>.WriteDelta` and `UserNetworkVariableSerialization<T>.ReadDelta` for those types. The built-in `INetworkSerializable` serializer will continue to be used for all other serialization operations, but if those callbacks are set, it will call into them on all but the initial serialization to perform delta serialization. (This could be useful if you have a large struct where most values do not change regularly and you want to send only the fields that did change.) (#2813)
2024

2125
### Fixed
2226

27+
- Fixed issue where NetworkTransformEditor would throw and exception if you excluded the physics package. (#2871)
2328
- Fixed issue where `NetworkTransform` could not properly synchronize its base position when using half float precision. (#2845)
2429
- Fixed issue where the host was not invoking `OnClientDisconnectCallback` for its own local client when internally shutting down. (#2822)
2530
- Fixed issue where NetworkTransform could potentially attempt to "unregister" a named message prior to it being registered. (#2807)

com.unity.netcode.gameobjects/Editor/NetworkTransformEditor.cs

Lines changed: 2 additions & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -156,9 +156,10 @@ public override void OnInspectorGUI()
156156
}
157157
EditorGUILayout.PropertyField(m_UseHalfFloatPrecision);
158158

159-
#if COM_UNITY_MODULES_PHYSICS
160159
// if rigidbody is present but network rigidbody is not present
161160
var go = ((NetworkTransform)target).gameObject;
161+
162+
#if COM_UNITY_MODULES_PHYSICS
162163
if (go.TryGetComponent<Rigidbody>(out _) && go.TryGetComponent<NetworkRigidbody>(out _) == false)
163164
{
164165
EditorGUILayout.HelpBox("This GameObject contains a Rigidbody but no NetworkRigidbody.\n" +

0 commit comments

Comments
 (0)