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Releases: Unity-Technologies/com.unity.netcode.gameobjects

1.14.0

31 Jul 14:09
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[1.14.0] - 2025-07-21

Added

  • Added serializer for Pose (#3540)
  • Added mappings between ClientId and TransportId. (#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 on NetworkList 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 same NetworkManager 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 and NetworkObject.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 NetworkVariables on a NetworkBehaviour could fail to synchronize changes if one has NetworkVariableUpdateTraits 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

21 Jul 08:20
f4d9185
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[2.4.4] - 2025-07-07

Added

  • Added documentation to package repository.

1.13.1

21 Jul 08:19
7771224
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[1.13.1] - 2025-07-07

Added

  • Added documentation to package repository.

2.4.3

27 Jun 13:19
31017e2
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[2.4.3] - 2025-06-27

Fixed

  • Fixed issue where spawned objects with NetworkObject.DontDestroyWithOwner set to false would not be destroyed when using a client-server network topology. (#3522)

2.4.2

16 Jun 16:30
7bbc1c3
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[2.4.2] - 2025-06-13

Fixed

  • Fixed NullReferenceException on NetworkList when used without a NetworkManager in scene. (#3503)
  • Fixed issue where NetworkClient could persist some settings if re-using the same NetworkManager 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

16 Jun 16:27
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[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 switch asmdef references to Unity.Netcode.Runtime.Tests. (#3444)
  • Changed: Migrated multiplayer metrics tests to Multiplayer Tools repository and removed the multiplayer tools test project. (#3444)

2.4.0

05 Jun 14:16
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[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 and NetworkObject.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 NetworkVariables on a NetworkBehaviour could fail to synchronize changes if one has NetworkVariableUpdateTraits 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 and NetworkVariable 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

01 May 09:06
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[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 the ArraySegment.Offset as the FastBufferReader offset and the ArraySegment.Count as the FastBufferReader length. (#3320)
  • Added FastBufferReader(ArraySegment<byte> buffer, Allocator copyAllocator, int length = -1) constructor that uses the ArraySegment.Offset as the FastBufferReader offset. (#3320)

Fixed

  • Fixed memory leaks when domain reload is disabled. (#3428)
  • Fixed issues with the NetworkBehaviour and NetworkVariable length safety checks. (#3415)
  • Fixed issue where during a NetworkObject's spawn if you instantiated, spawned, and parented another network prefab under the currently spawning NetworkObject the parenting message would not properly defer until the parent NetworkObject was spawned. (#3403)
  • Fixed issue where in-scene placed NetworkObjects could fail to synchronize its transform properly (especially without a NetworkTransform) 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 by AnticipatedNetworkVariable.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

01 May 09:10
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[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)

2.3.1

14 Apr 19:45
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Fixed

  • Fixed issue where during a NetworkObject's spawn if you instantiated, spawned, and parented another network prefab under the currently spawning NetworkObject the parenting message would not properly defer until the parent NetworkObject was spawned. (#3401)