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Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/CHANGELOG.md
+1-1Lines changed: 1 addition & 1 deletion
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@@ -18,7 +18,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
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### Changed
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- Updated `UnityTransport` dependency on `com.unity.transport` to 1.1.0. (#2025)
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- (API Breaking) `ConnectionApprovalCallback` is no longer an `event` and will not allow more than 1 handler registered at a time. Also, `ConnectionApprovalCallback` is now a `Func<>` taking `ConnectionApprovalRequest`in and returning`ConnectionApprovalResponse`back out (#1972)
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- (API Breaking) `ConnectionApprovalCallback` is no longer an `event` and will not allow more than 1 handler registered at a time. Also, `ConnectionApprovalCallback` is now an `Action<>` taking a `ConnectionApprovalRequest` and a`ConnectionApprovalResponse`that the client code must fill (#1972) (#2002)
@@ -24,7 +25,7 @@ public BufferedItem(T item, double timeSent)
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}
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/// <summary>
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/// There’s two factors affecting interpolation: buffering (set in NetworkManager’s NetworkTimeSystem) and interpolation time, which is the amount of time it’ll take to reach the target. This is to affect the second one.
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/// There's two factors affecting interpolation: buffering (set in NetworkManager's NetworkTimeSystem) and interpolation time, which is the amount of time it'll take to reach the target. This is to affect the second one.
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/// </summary>
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publicfloatMaximumInterpolationTime=0.1f;
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@@ -73,7 +74,7 @@ public BufferedItem(T item, double timeSent)
/// Any changes to the scale that exceeds the current threshold value will be replicated
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/// </summary>
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publicfloatScaleThreshold=ScaleThresholdDefault;
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/// <summary>
@@ -265,6 +338,10 @@ public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReade
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publicboolInLocalSpace=false;
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privateboolm_LastInterpolateLocal=false;// was the last frame local
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/// <summary>
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/// When enabled (default) interpolation is applied and when disabled no interpolation is applied
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/// Note: can be changed during runtime.
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/// </summary>
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publicboolInterpolate=true;
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privateboolm_LastInterpolate=true;// was the last frame interpolated
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@@ -276,7 +353,17 @@ public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReade
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/// </summary>
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// This is public to make sure that users don't depend on this IsClient && IsOwner check in their code. If this logic changes in the future, we can make it invisible here
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publicboolCanCommitToTransform{get;protectedset;}
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/// <summary>
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/// Internally used by <see cref="NetworkTransform"/> to keep track of whether this <see cref="NetworkBehaviour"/> derived class instance
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/// was instantiated on the server side or not.
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/// </summary>
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protectedboolm_CachedIsServer;
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/// <summary>
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/// Internally used by <see cref="NetworkTransform"/> to keep track of the <see cref="NetworkManager"/> instance assigned to this
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/// this <see cref="NetworkBehaviour"/> derived class instance.
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