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Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/CHANGELOG.md
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@@ -10,10 +10,23 @@ Additional documentation and release notes are available at [Multiplayer Documen
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### Added
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- exposed NetworkObject.GetNetworkBehaviourAtOrderIndex as a public API (#2724)
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- Added context menu tool that provides users with the ability to quickly update the GlobalObjectIdHash value for all in-scene placed prefab instances that were created prior to adding a NetworkObject component to it. (#2707)
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- Added methods NetworkManager.SetPeerMTU and NetworkManager.GetPeerMTU to be able to set MTU sizes per-peer (#2676)
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- Added `GenerateSerializationForGenericParameterAttribute`, which can be applied to user-created Network Variable types to ensure the codegen generates serialization for the generic types they wrap. (#2694)
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- Added `GenerateSerializationForTypeAttribute`, which can be applied to any class or method to ensure the codegen generates serialization for the specific provided type. (#2694)
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- Exposed `NetworkVariableSerialization<T>.Read`, `NetworkVariableSerialization<T>.Write`, `NetworkVariableSerialization<T>.AreEqual`, and `NetworkVariableSerialization<T>.Duplicate` to further support the creation of user-created network variables by allowing users to access the generated serialization methods and serialize generic types efficiently without boxing. (#2694)
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- Added `NetworkVariableBase.MarkNetworkBehaviourDirty` so that user-created network variable types can mark their containing `NetworkBehaviour` to be processed by the update loop. (#2694)
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### Fixed
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- Fixed issue where the server side `NetworkSceneManager` instance was not adding the currently active scene to its list of scenes loaded. (#2723)
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- Generic NetworkBehaviour types no longer result in compile errors or runtime errors (#2720)
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- Rpcs within Generic NetworkBehaviour types can now serialize parameters of the class's generic types (but may not have generic types of their own) (#2720)
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- Errors are no longer thrown when entering play mode with domain reload disabled (#2720)
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- NetworkSpawn is now correctly called each time when entering play mode with scene reload disabled (#2720)
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- NetworkVariables of non-integer types will no longer break the inspector (#2714)
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- NetworkVariables with NonSerializedAttribute will not appear in the inspector (#2714)
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- Fixed issue where `UnityTransport` would attempt to establish WebSocket connections even if using UDP/DTLS Relay allocations when the build target was WebGL. This only applied to working in the editor since UDP/DTLS can't work in the browser. (#2695)
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- Fixed issue where a `NetworkBehaviour` component's `OnNetworkDespawn` was not being invoked on the host-server side for an in-scene placed `NetworkObject` when a scene was unloaded (during a scene transition) and the `NetworkBehaviour` component was positioned/ordered before the `NetworkObject` component. (#2685)
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- Fixed issue where `SpawnWithObservers` was not being honored when `NetworkConfig.EnableSceneManagement` was disabled. (#2682)
@@ -26,6 +39,8 @@ Additional documentation and release notes are available at [Multiplayer Documen
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### Changed
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- Updated dependency on `com.unity.transport` to version 1.4.0. (#2716)
NetworkLog.LogError($"[NT TICK DUPLICATE] Server already sent an update on tick {m_LastTick} and is attempting to send again on the same network tick!");
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