Releases: Unity-Technologies/com.unity.netcode.gameobjects
1.0.0-pre.2
Netcode for GameObjects
Added
- Added
ClientNetworkTransform
sample to the SDK package (#1168) - Added
Bootstrap
sample to the SDK package (#1140) - Enhanced
NetworkSceneManager
implementation with additive scene loading capabilities (#1080, #955, #913)NetworkSceneManager.OnSceneEvent
provides improved scene event notificaitons
- Enhanced
NetworkTransform
implementation with per axis/component based and threshold based state replication (#1042, #1055, #1061, #1084, #1101) - Added a jitter-resistent
BufferedLinearInterpolator<T>
forNetworkTransform
(#1060) - Implemented
NetworkPrefabHandler
that provides support for object pooling andNetworkPrefab
overrides (#1073, #1004, #977, #905,#749, #727) - Implemented auto
NetworkObject
transform parent synchronization at runtime over the network (#855) - Adopted Unity C# Coding Standards in the codebase with
.editorconfig
ruleset (#666, #670) - When a client tries to spawn a
NetworkObject
an exception is thrown to indicate unsupported behavior. (#981) - Added a
NetworkTime
andNetworkTickSystem
which allows for improved control over time and ticks. (#845) - Added a
OnNetworkDespawn
function toNetworkObject
which gets called when aNetworkObject
gets despawned and can be overriden. (#865) - Added
SnapshotSystem
that would allow variables and spawn/despawn messages to be sent in blocks (#805, #852, #862, #963, #1012, #1013, #1021, #1040, #1062, #1064, #1083, #1091, #1111, #1129, #1166, #1192)- Disabled by default for now, except spawn/despawn messages
- Will leverage unreliable messages with eventual consistency
NetworkBehaviour
andNetworkObject
'sNetworkManager
instances can now be overriden (#762)- Added metrics reporting for the new network profiler if the Multiplayer Tools package is present (#1104, #1089, #1096, #1086, #1072, #1058, #960, #897, #891, #878)
NetworkBehaviour.IsSpawned
a quick (and stable) way to determine if the associated NetworkObject is spawned (#1190)- Added
NetworkRigidbody
andNetworkRigidbody2D
components to support networkingRigidbody
andRigidbody2D
components (#1202, #1175) - Added
NetworkObjectReference
andNetworkBehaviourReference
structs which allow to sendingNetworkObject/Behaviours
over RPCs/NetworkVariable
s (#1173) - Added
NetworkAnimator
component to support networkingAnimator
component (#1281, #872)
Changed
- Bumped minimum Unity version, renamed package as "Unity Netcode for GameObjects", replaced
MLAPI
namespace and its variants withUnity.Netcode
namespace and per asm-def variants (#1007, #1009, #1015, #1017, #1019, #1025, #1026, #1065)- Minimum Unity version:
- 2019.4 → 2020.3+
- Package rename:
- Display name:
MLAPI Networking Library
→Netcode for GameObjects
- Name:
com.unity.multiplayer.mlapi
→com.unity.netcode.gameobjects
- Updated package description
- Display name:
- All
MLAPI.x
namespaces are replaced withUnity.Netcode
MLAPI.Messaging
→Unity.Netcode
MLAPI.Connection
→Unity.Netcode
MLAPI.Logging
→Unity.Netcode
MLAPI.SceneManagement
→Unity.Netcode
- and other
MLAPI.x
variants toUnity.Netcode
- All assembly definitions are renamed with
Unity.Netcode.x
variantsUnity.Multiplayer.MLAPI.Runtime
→Unity.Netcode.Runtime
Unity.Multiplayer.MLAPI.Editor
→Unity.Netcode.Editor
- and other
Unity.Multiplayer.MLAPI.x
variants toUnity.Netcode.x
variants
- Minimum Unity version:
- Renamed
Prototyping
namespace and assembly definition toComponents
(#1145) - Changed
NetworkObject.Despawn(bool destroy)
API to default todestroy = true
for better usability (#1217) - Scene registration in
NetworkManager
is now replaced by Build Setttings → Scenes in Build List (#1080) NetworkSceneManager.SwitchScene
has been replaced byNetworkSceneManager.LoadScene
(#955)NetworkManager, NetworkConfig, and NetworkSceneManager
scene registration replaced with scenes in build list (#1080)GlobalObjectIdHash
replacedPrefabHash
andPrefabHashGenerator
for stability and consistency (#698)NetworkStart
has been renamed toOnNetworkSpawn
. (#865)- Network variable cleanup - eliminated shared mode, variables are server-authoritative (#1059, #1074)
NetworkManager
and other systems are no longer singletons/statics (#696, #705, #706, #737, #738, #739, #746, #747, #763, #765, #766, #783, #784, #785, #786, #787, #788)- Changed
INetworkSerializable.NetworkSerialize
method signature to useBufferSerializer<T>
instead ofNetworkSerializer
(#1187) - Changed
CustomMessagingManager
's methods to useFastBufferWriter
andFastBufferReader
instead ofStream
(#1187) - Reduced internal runtime allocations by removing LINQ calls and replacing managed lists/arrays with native collections (#1196)
Removed
- Removed
NetworkNavMeshAgent
(#1150) - Removed
NetworkDictionary
,NetworkSet
(#1149) - Removed
NetworkVariableSettings
(#1097) - Removed predefined
NetworkVariable<T>
types (#1093)- Removed
NetworkVariableBool
,NetworkVariableByte
,NetworkVariableSByte
,NetworkVariableUShort
,NetworkVariableShort
,NetworkVariableUInt
,NetworkVariableInt
,NetworkVariableULong
,NetworkVariableLong
,NetworkVariableFloat
,NetworkVariableDouble
,NetworkVariableVector2
,NetworkVariableVector3
,NetworkVariableVector4
,NetworkVariableColor
,NetworkVariableColor32
,NetworkVariableRay
,NetworkVariableQuaternion
- Removed
- Removed
NetworkChannel
andMultiplexTransportAdapter
(#1133) - Removed ILPP backend for 2019.4, minimum required version is 2020.3+ (#895)
NetworkManager.NetworkConfig
had the following properties removed: (#1080)- Scene Registrations no longer exists
- Allow Runtime Scene Changes was no longer needed and was removed
- Removed the NetworkObject.Spawn payload parameter (#1005)
- Removed
ProfilerCounter
, the original MLAPI network profiler, and the built-in network profiler module (2020.3). A replacement can now be found in the Multiplayer Tools package. (#1048) - Removed UNet RelayTransport and related relay functionality in UNetTransport (#1081)
- Removed
UpdateStage
parameter fromServerRpcSendParams
andClientRpcSendParams
(#1187) - Removed
NetworkBuffer
,NetworkWriter
,NetworkReader
,NetworkSerializer
,PooledNetworkBuffer
,PooledNetworkWriter
, andPooledNetworkReader
(#1187) - Removed
EnableNetworkVariable
inNetworkConfig
, it is always enabled now (#1179) - Removed
NetworkTransform
's FixedSendsPerSecond, AssumeSyncedSends, InterpolateServer, ExtrapolatePosition, MaxSendsToExtrapolate, Channel, EnableNonProvokedResendChecks, DistanceSendrate (#1060) (#826) (#1042, #1055, #1061, #1084, #1101) - Removed
NetworkManager
'sStopServer()
,StopClient()
andStopHost()
methods and replaced with singleNetworkManager.Shutdown()
method for all (#1108)
Fixed
- Fixed ServerRpc ownership check to
Debug.LogError
instead ofDebug.LogWarning
(#1126) - Fixed
NetworkObject.OwnerClientId
property changing beforeNetworkBehaviour.OnGainedOwnership()
callback (#1092) - Fixed
NetworkBehaviourILPP
to iterate over all types in an assembly (#803) - Fixed cross-asmdef RPC ILPP by importing types into external assemblies (#678)
- Fixed
NetworkManager
shutdown when quitting the application or switching scenes (#1011)- Now
NetworkManager
shutdowns correctly and despawns existingNetworkObject
s
- Now
- Fixed Only one
PlayerPrefab
can be selected onNetworkManager
inspector UI in the editor (#676) - Fixed connection approval not being triggered for host (#675)
- Fixed various situations where messages could be processed in an invalid order, resulting in errors (#948, #1187, #1218)
- Fixed
NetworkVariable
s being default-initialized on the client instead of being initialized with the desired value (#1266) - Improved runtime performance and reduced GC pressure (#1187)
- Fixed #915 - clients are receiving data from objects not visible to them (#1099)
- Fixed
NetworkTransform
's "late join" issues,NetworkTransform
now usesNetworkVariable
s instead of RPCs (#826) - Throw an exception for silent failure when a client tries to get another player's
PlayerObject
, it is now only allowed on the server-side (#844)
Known Issues
NetworkVariable
does not serializeINetworkSerializable
types through theirNetworkSerialize
implementationNetworkObjects
marked asDontDestroyOnLoad
are disabled during some network scene transitionsNetworkTransform
interpolates from the origin when switching Local Space synchronization- Exceptions thrown in
OnNetworkSpawn
user code for an object will prevent the callback in other objects - Cannot send an array of
INetworkSerializable
in RPCs - ILPP generation fails with special characters in project path
Unity Transport for Netcode for GameObjects
Added
- Support for Unity Relay (#887)
- New SetConnectionData function that takes in a NetworkEndpoint
Changed
- No longer use coroutines when connecting to relay
- Consolidated the Send/Recv queue properties as they always needed to be the same.
- Consolidated the Fragmentation/Queue size as they always needed to be the same.
- Updated Unity Transport package to 1.0.0-pre.6
Fixed
- Fixed an issue where OnClientDisconnectCallback was not being called (#1243)
- Flush the UnityTransport send queue on shutdown (#1234)
- Exposed a way to set ip and port from code (#1208)
- Possible Editor crash when trying to read a batched packet where the size of the packet was larger than the max packet size.
- Removed the requirement that MaxPacketSize needs to be the same size as the batched/fragmentation buffer size.
0.1.0
This is the initial experimental Unity MLAPI Package, v0.1.0.
New Features
-
Refactored a new standard for Remote Procedure Call (RPC) in MLAPI which provides increased performance, significantly reduced boilerplate code, and extensibility for future-proofed code. MLAPI RPC includes
ServerRpc
andClientRpc
to execute logic on the server and client-side. This provides a single performant unified RPC solution, replacing MLAPI Convenience and Performance RPC (see here). -
Added standarized serialization types, including built-in and custom serialization flows. See RFC #2 for details.
-
INetworkSerializable
interface replacesIBitWritable
. -
Added
NetworkSerializer
..., which is the main aggregator that implements serialization code for built-in supported types and holdsNetworkReader
andNetworkWriter
instances internally. -
Added a Network Update Loop infrastructure that aids Netcode systems to update (such as RPC queue and transport) outside of the standard
MonoBehaviour
event cycle. See RFC #8 and the following details:- It uses Unity's low-level Player Loop API and allows for registering
INetworkUpdateSystem
s withNetworkUpdate
methods to be executed at specificNetworkUpdateStage
s, which may also be before or afterMonoBehaviour
-driven game logic execution. - You will typically interact with
NetworkUpdateLoop
for registration andINetworkUpdateSystem
for implementation. NetworkVariable
s are now tick-based using theNetworkTickSystem
, tracking time through network interactions and syncs.
- It uses Unity's low-level Player Loop API and allows for registering
-
Added message batching to handle consecutive RPC requests sent to the same client.
RpcBatcher
sends batches based on requests from theRpcQueueProcessing
, by batch size threshold or immediately. -
GitHub 494: Added a constraint to allow one
NetworkObject
perGameObject
, set through theDisallowMultipleComponent
attribute. -
Integrated MLAPI with the Unity Profiler for versions 2020.2 and later:
- Added new profiler modules for MLAPI that report important network data.
- Attached the profiler to a remote player to view network data over the wire.
-
A test project is available for building and experimenting with MLAPI features. This project is available in the MLAPI GitHub testproject folder.
-
Added a MLAPI Community Contributions new GitHub repository to accept extensions from the MLAPI community. Current extensions include moved MLAPI features for lag compensation (useful for Server Authoritative actions) and
TrackedObject
.
Changes
- GitHub 520: MLAPI now uses the Unity Package Manager for installation management.
- Added functionality and usability to
NetworkVariable
, previously calledNetworkVar
. Updates enhance options and fully replace the need forSyncedVar
s. - GitHub 507: Reimplemented
NetworkAnimator
, which synchronizes animation states for networked objects. - GitHub 444 and 455: Channels are now represented as bytes instead of strings.
For users of previous versions of MLAPI, this release renames APIs due to refactoring. All obsolete marked APIs have been removed as per GitHub 513 and GitHub 514.
Previous MLAPI Versions | V 0.1.0 Name |
---|---|
NetworkingManager |
NetworkManager |
NetworkedObject |
NetworkObject |
NetworkedBehaviour |
NetworkBehaviour |
NetworkedClient |
NetworkClient |
NetworkedPrefab |
NetworkPrefab |
NetworkedVar |
NetworkVariable |
NetworkedTransform |
NetworkTransform |
NetworkedAnimator |
NetworkAnimator |
NetworkedAnimatorEditor |
NetworkAnimatorEditor |
NetworkedNavMeshAgent |
NetworkNavMeshAgent |
SpawnManager |
NetworkSpawnManager |
BitStream |
NetworkBuffer |
BitReader |
NetworkReader |
BitWriter |
NetworkWriter |
NetEventType |
NetworkEventType |
ChannelType |
NetworkDelivery |
Channel |
NetworkChannel |
Transport |
NetworkTransport |
NetworkedDictionary |
NetworkDictionary |
NetworkedList |
NetworkList |
NetworkedSet |
NetworkSet |
MLAPIConstants |
NetworkConstants |
UnetTransport |
UNetTransport |
Fixes
- GitHub 460: Fixed an issue for RPC where the host-server was not receiving RPCs from the host-client and vice versa without the loopback flag set in
NetworkingManager
. - Fixed an issue where data in the Profiler was incorrectly aggregated and drawn, which caused the profiler data to increment indefinitely instead of resetting each frame.
- Fixed an issue the client soft-synced causing PlayMode client-only scene transition issues, caused when running the client in the editor and the host as a release build. Users may have encountered a soft sync of
NetworkedInstanceId
issues in theSpawnManager.ClientCollectSoftSyncSceneObjectSweep
method. - GitHub 458: Fixed serialization issues in
NetworkList
andNetworkDictionary
when running in Server mode. - GitHub 498: Fixed numerical precision issues to prevent not a number (NaN) quaternions.
- GitHub 438: Fixed booleans by reaching or writing bytes instead of bits.
- GitHub 519: Fixed an issue where calling
Shutdown()
before makingNetworkManager.Singleton = null
is null onNetworkManager.OnDestroy()
.
Removed features
With a new release of MLAPI in Unity, some features have been removed:
-
SyncVars have been removed from MLAPI. Use
NetworkVariable
s in place of this functionality. -
GitHub 527: Lag compensation systems and
TrackedObject
have moved to the new MLAPI Community Contributions repo. -
GitHub 509: Encryption has been removed from MLAPI. The
Encryption
option inNetworkConfig
on theNetworkingManager
is not available in this release. This change will not block game creation or running. A current replacement for this functionality is not available, and may be developed in future releases. See the following changes:- Removed
SecuritySendFlags
from all APIs. - Removed encryption, cryptography, and certificate configurations from APIs including
NetworkManager
andNetworkConfig
. - Removed "hail handshake", including
NetworkManager
implementation andNetworkConstants
entries. - Modified
RpcQueue
andRpcBatcher
internals to remove encryption and authentication from reading and writing.
- Removed
-
Removed the previous MLAPI Profiler editor window from Unity versions 2020.2 and later.
-
Removed previous MLAPI Convenience and Performance RPC APIs with the new standard RPC API. See RFC #1 for details.
-
GitHub 520: Removed the MLAPI Installer.
Known issues
NetworkNavMeshAgent
does not synchronize mesh data, Agent Size, Steering, Obstacle Avoidance, or Path Finding settings. It only synchronizes the destination and velocity, not the path to the destination.- For
RPC
, methods with aClientRpc
orServerRpc
suffix which are not marked with [ServerRpc] or [ClientRpc] will cause a compiler error. - For
NetworkAnimator
, Animator Overrides are not supported. Triggers do not work. - For
NetworkVariable
, theNetworkDictionary
List
andSet
must use thereliableSequenced
channel. NetworkObjects
s are supported but when spawning a prefab with nested child network objects you have to manually call spawn on themNetworkTransform
have the following issues:- Replicated objects may have jitter.
- The owner is always authoritative about the object's position.
- Scale is not synchronized.
- Connection Approval is not called on the host client.
- For
NamedMessages
, always useNetworkBuffer
as the underlying stream for sending named and unnamed messages. - For
NetworkManager
, connection management is limited. UseIsServer
,IsClient
,IsConnectedClient
, or other code to check if MLAPI connected correctly.