Releases: Unity-Technologies/com.unity.netcode.gameobjects
Releases · Unity-Technologies/com.unity.netcode.gameobjects
1.14.0
[1.14.0] - 2025-07-21
Added
- Added serializer for
Pose
(#3540) - Added mappings between
ClientId
andTransportId
. (#3515) - Added
SinglePlayerTransport
that provides the ability to start as a host for a single player network session. (#3475) - When using UnityTransport >=2.4 and Unity >= 6000.1.0a1, SetConnectionData will accept a fully qualified hostname instead of an IP as a connect address on the client side. (#3440)
Fixed
- Fixed
NullReferenceException
onNetworkList
when used without a NetworkManager in scene. (#3502) - Fixed inconsistencies in the
OnSceneEvent
callback. (#3487) - Fixed issue where
NetworkClient
could persist some settings if re-using the sameNetworkManager
instance. (#3494) - Fixed issue where a pooled
NetworkObject
was not resetting the internal latest parent property when despawned. (#3494) - Fixed issue where the initial client synchronization pre-serialization process was not excluding spawned
NetworkObjects
that already had pending visibility for the client being synchronized. (#3493) - Fixed issue where invoking
NetworkObject.NetworkShow
andNetworkObject.ChangeOwnership
consecutively within the same call stack location could result in an unnecessary change in ownership error message generated on the target client side. (#3493) - Fixed issue where
NetworkVariable
s on aNetworkBehaviour
could fail to synchronize changes if one hasNetworkVariableUpdateTraits
set and is dirty but is not ready to send. (#3465) - Fixed issue where when a client changes ownership via RPC the
NetworkBehaviour.OnOwnershipChanged
can result in identical previous and current owner identifiers. (#3434)
2.4.4
1.13.1
[1.13.1] - 2025-07-07
Added
- Added documentation to package repository.
2.4.3
2.4.2
[2.4.2] - 2025-06-13
Fixed
- Fixed
NullReferenceException
onNetworkList
when used without a NetworkManager in scene. (#3503) - Fixed issue where
NetworkClient
could persist some settings if re-using the sameNetworkManager
instance. (#3491) - Fixed issue where a pooled
NetworkObject
was not resetting the internal latest parent property when despawned. (#3491) - Fixed issue where the initial client synchronization pre-serialization process was not excluding spawned
NetworkObject
instances that already had pending visibility for the client being synchronized. (#3488) - Fixed issue where there was a potential for a small memory leak in the
ConnectionApprovedMessage
. (#3486)
2.4.1
[2.4.1] - 2025-06-11
Added
- Added: Full XML API documentation coverage primarily focused around the test helpers API. (#3444)
Changed
- Changed: Assembly names while keeping the same namespaces. If your project is using the
Unity.Netcode.TestHelpers.Runtime
assembly then you need to switchasmdef
references toUnity.Netcode.Runtime.Tests
. (#3444) - Changed: Migrated multiplayer metrics tests to Multiplayer Tools repository and removed the multiplayer tools test project. (#3444)
2.4.0
[2.4.0] - 2025-06-02
Added
- Added
SinglePlayerTransport
that provides the ability to start as a host for a single player network session. (#3473) - When using UnityTransport >=2.4 and Unity >= 6000.1.0a1, SetConnectionData will accept a fully qualified hostname instead of an IP as a connect address on the client side. (#3441)
Fixed
- Fixed issue where the
NetworkObject.DontDestroyWithOwner
was not being honored. (#3477) - Fixed issue where non-authority
NetworkTransform
instances would not allow non-synchronized axis values to be updated locally. (#3471) - Fixed issue where invoking
NetworkObject.NetworkShow
andNetworkObject.ChangeOwnership
consecutively within the same call stack location could result in an unnecessary change in ownership error message generated on the target client side. (#3468) - Fixed issue where
NetworkVariable
s on aNetworkBehaviour
could fail to synchronize changes if one hasNetworkVariableUpdateTraits
set and is dirty but is not ready to send. (#3466) - Fixed issue with the Distributed Authority connection sequence with scene management enabled where the
ClientConnected
event was fired before the client was synchronized. (#3459) - Fixed inconsistencies in the
OnSceneEvent
callback. (#3458) - Fixed issues with the
NetworkBehaviour
andNetworkVariable
length safety checks. (#3405) - Fixed memory leaks when domain reload is disabled. (#3427)
- Fixed issue where disabling the physics or physics2D package modules could result in a compilation error. (#3422)
- Fixed an exception being thrown when unregistering a custom message handler from within the registered callback. (#3417)
1.13.0
[1.13.0] - 2025-04-30
Added
- Added
NetworkManager.OnPreShutdown
which is called before the NetworkManager cleans up and shuts down. (#3358) - Added
FastBufferReader(ArraySegment<byte> buffer, Allocator copyAllocator)
constructor that uses theArraySegment.Offset
as theFastBufferReader
offset and theArraySegment.Count
as theFastBufferReader
length. (#3320) - Added
FastBufferReader(ArraySegment<byte> buffer, Allocator copyAllocator, int length = -1)
constructor that uses theArraySegment.Offset
as theFastBufferReader
offset. (#3320)
Fixed
- Fixed memory leaks when domain reload is disabled. (#3428)
- Fixed issues with the
NetworkBehaviour
andNetworkVariable
length safety checks. (#3415) - Fixed issue where during a
NetworkObject
's spawn if you instantiated, spawned, and parented another network prefab under the currently spawningNetworkObject
the parenting message would not properly defer until the parentNetworkObject
was spawned. (#3403) - Fixed issue where in-scene placed
NetworkObjects
could fail to synchronize its transform properly (especially without aNetworkTransform
) if their parenting changes from the default when the scene is loaded and if the same scene remains loaded between network sessions while the parenting is completely different from the original hierarchy. (#3388) - Fixed an issue in
UnityTransport
where the transport would accept sends on invalid connections, leading to a useless memory allocation and confusing error message. (#3383) - Fixed issue where
NetworkAnimator
would log an error if there was no destination transition information. (#3384) - Fixed initial
NetworkTransform
spawn, ensure it uses world space. (#3361) - Fixed issue where
AnticipatedNetworkVariable
previous value returned byAnticipatedNetworkVariable.OnAuthoritativeValueChanged
is updated correctly on the non-authoritative side. (#3322)
Changed
- Changed the scene loading event serialization order for in-scene placed
NetworkObjects
to be based on their parent-child hierarchy. (#3388)
2.3.2
[2.3.2] - 2025-04-22
Fixed
- Fixed issue where the authority instance of NetworkTransform could check for state updates more than one time in a frame if the frame rate is greater than the tick frequency. (#3413)
- Fixed issue where the new interpolator types were blocking after the first consumption of a sequence of buffered state updates. (#3413)
- Fixed issue where root level in-scene placed
NetworkObjects
would only allow the ownership permission to be no less than distributable or sessionowner. (#3407)