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UnityEngine.Time.frameCount is appended to netcode packet timestamp logs using format: [Fr{0}].
Changed
The client now sends - as part of its command data - some extra information regarding the command tick. In particular, it informs the server if the current command is for a full or partial update/tick. This ensure a more proper time-sync, and avoids mis-predictions.
Fixed
Adding GhostAuthoringComponent will now work properly for a prefab that is opened (double clicked instead of just selected).
Issue preventing static-optimized, not pre-spawned ghosts from spawning on clients when their first serialization result was 'zero-change' against a baseline value of default(T). They'd previously only be sent for the first time after changing.
Project Breaking Change: Regenerated the GUID for Packages/com.unity.netcode/Tests/Editor/Physics/Unity.NetCode.Physics.Editor.Tests.asmdef so that it would no longer clash with Packages/com.havok.physics/Plugins/Android/Havok.Physics.Plugin.Android.asmdef. Any assemblies attempting to reference Unity.NetCode.Physics.Editor.Tests by GUID d8342c4acf8f78e439367cff1a5e802f will need to be changed to bec3f262d6e6466eb2c61661da550f47.
An issue - due to improper time syncing in between the client and server - especially when using IPC, causing multiple side effects:
the client was typically only sending commands to the server for partial ticks, not full ticks, causing mis-predictions.
the client was slightly behind the server, thus receiving new snapshots slightly in advance, and skipping running the PredictedSimulationSystemGroup for one frame or more, causing jittery and noticeable artefacts.
Potential Behaviour Breaking Change: GhostInstance's GhostType is now set with the same valid value for both client and server prespawned instances. (Previously, this was always kept at an initial -1 value server side and never initialized). This way is now more consistent behaviour between client and server.