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fix: Fixed NetworkVariables being truncated to short.MaxValue when NetworkConfig.EnsureNetworkVariableLengthSafety is enabled. (#1811)
* fix: Fixed NetworkVariables being truncated to short.MaxValue when NetworkConfig.EnsureNetworkVariableLengthSafety is enabled.
In the process it was discovered that FRAGMENTED_MESSAGE_MAX_SIZE was actually larger than BytePacker.WriteValueBitPacked can support, so that was reduced to the actual correct max value.
* changelog
* minor syntax fix
Co-authored-by: Fatih Mar <[email protected]>
Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/CHANGELOG.md
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@@ -25,6 +25,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
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- Fixed issue where NetworkManager would continue starting even if the NetworkTransport selected failed. (#1780)
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- Fixed issue when spawning new player if an already existing player exists it does not remove IsPlayer from the previous player (#1779)
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- Fixed lack of notification that NetworkManager and NetworkObject cannot be added to the same GameObject with in-editor notifications (#1777)
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- Network variable updates are no longer limited to 32,768 bytes when NetworkConfig.EnsureNetworkVariableLengthSafety is enabled. The limits are now determined by what the transport can send in a message. (#1811)
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