1.0.0-pre.6
·
620 commits
to develop
since this release
Netcode for GameObjects
Added
- NetworkAnimator now properly synchrhonizes all animation layers as well as runtime-adjusted weighting between them (#1765)
- Added first set of tests for NetworkAnimator - parameter syncing, trigger set / reset, override network animator (#1735)
Changed
Fixed
- Fixed an issue where sometimes the first client to connect to the server could see messages from the server as coming from itself. (#1683)
- Fixed an issue where clients seemed to be able to send messages to ClientId 1, but these messages would actually still go to the server (id 0) instead of that client. (#1683)
- Improved clarity of error messaging when a client attempts to send a message to a destination other than the server, which isn't allowed. (#1683)
- Disallowed async keyword in RPCs (#1681)
- Fixed an issue where Alpha release versions of Unity (version 2022.2.0a5 and later) will not compile due to the UNet Transport no longer existing (#1678)
- Fixed messages larger than 64k being written with incorrectly truncated message size in header (#1686) (credit: @kaen)
- Fixed overloading RPC methods causing collisions and failing on IL2CPP targets. (#1694)
- Fixed spawn flow to propagate
IsSceneObject
down to children NetworkObjects, decouple implicit relationship between object spawning &IsSceneObject
flag (#1685) - Fixed error when serializing ConnectionApprovalMessage with scene management disabled when one or more objects is hidden via the CheckObjectVisibility delegate (#1720)
- Fixed CheckObjectVisibility delegate not being properly invoked for connecting clients when Scene Management is enabled. (#1680)
- Fixed NetworkList to properly call INetworkSerializable's NetworkSerialize() method (#1682)
- Fixed NetworkVariables containing more than 1300 bytes of data (such as large NetworkLists) no longer cause an OverflowException (the limit on data size is now whatever limit the chosen transport imposes on fragmented NetworkDelivery mechanisms) (#1725)
- Fixed ServerRpcParams and ClientRpcParams must be the last parameter of an RPC in order to function properly. Added a compile-time check to ensure this is the case and trigger an error if they're placed elsewhere (#1721)
- Fixed FastBufferReader being created with a length of 1 if provided an input of length 0 (#1724)
- Fixed The NetworkConfig's checksum hash includes the NetworkTick so that clients with a different tickrate than the server are identified and not allowed to connect (#1728)
- Fixed OwnedObjects not being properly modified when using ChangeOwnership (#1731)
- Improved performance in NetworkAnimator (#1735)
- Removed the "always sync" network animator (aka "autosend") parameters (#1746)
Unity Transport for Netcode for GameObjects
Added
- New parameters are available to simulate network conditions (delay, jitter, packet loss) in the editor and in development builds. The parameters are available under the 'Debug Simulator' section of the 'Unity Transport' component, or can be set with the
SetDebugSimulatorParameters
call. (#1745) GetCurrentRtt
is now properly implemented. (#1755)
Changed
- Updated Unity Transport package to 1.0.0-pre.14. (#1760)
- Updated Netcode for GameObjects dependency to 1.0.0-pre.6 (#1771)
- Overflowing the reliable send queue of a connection will now result in the connection being closed, rather than spamming the log with errors about not being able to send a payload. It is deemed better to close the connection than to lose reliable traffic (which could cause all sorts of weird synchronization issues). (#1747)
Fixed
- Fixed issue where disconnecting from the server with data still in the queue would result in an error message about a stale connection. (#1649)
- Fixed issue where the server
NetworkEndPoint
would fail to be created when 'Server Listen Address' is empty. (#1636) - Fixed issue with native collections not all being disposed of when destroying the component without shutting it down properly. This would result in errors in the console and memory leaks. (#1640)
- Fixed an issue where packets causing errors would not be removed from the send queue, which would cause the error message to be spammed on every frame as the adapter would try to resend the packet. (#1648)
- Fixed and issue where a server would fail to disconnect a client if another client had previously disconnected itself. (#1673)