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* fix
MTT-4211
This fixes the issue where in-scene placed NetworkObjects were being destroyed when NetworkHide is invoked.
* test
MTT-4211
This adds an additional check for NetworkHide and NetworkShow towards the end of the in-scene placed NetworkObject synchronization test.
* style
whitespace fix
* style
Adjusting comments and adding additional API XML Documentation for readability and clarification purposes.
* update
MTT-4211
Updating the changelog.
* update
improving the logic used for readability purposes since we know IsSceneObject will be valid.
* style
migrating the majority of the comments into remarks.
* style
Adding space within all added <br/> tags so they look like this: <br />
This is to see if the version of docusaurus we are using will not crash when it runs across this markdown syntax.
Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/CHANGELOG.md
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@@ -12,6 +12,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
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- When using `UnityTransport`, _reliable_ payloads are now allowed to exceed the configured 'Max Payload Size'. Unreliable payloads remain bounded by this setting. (#2081)
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### Fixed
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- Fixed issue where `NetworkObject.NetworkHide` was despawning and destroying, as opposed to only despawning, in-scene placed `NetworkObject`s. (#2086)
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- 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)
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- Fixed issue where `NetworkAnimator` was not removing its subscription from `OnClientConnectedCallback` when despawned during the shutdown sequence. (#2074)
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- Fixed IsServer and IsClient being set to false before object despawn during the shutdown sequence. (#2074)
AssertOnTimeout($"Timed out waiting for all in-scene instances to be spawned! Current spawned count: {NetworkObjectTestComponent.SpawnedInstances.Count()} | Expected spawn count: {TotalClients}");
AssertOnTimeout($"[NetworkHide] Timed out waiting for Client-{firstClientId} to despawn the in-scene placed NetworkObject! Current spawned count: {NetworkObjectTestComponent.SpawnedInstances.Count()} | Expected spawn count: {TotalClients-1}");
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// Validate that the first client can spawn the "netcode hidden" in-scene placed NetworkObject
AssertOnTimeout($"[NetworkShow] Timed out waiting for Client-{firstClientId} to spawn the in-scene placed NetworkObject! Current spawned count: {NetworkObjectTestComponent.SpawnedInstances.Count()} | Expected spawn count: {TotalClients}");
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