Releases: Unity-Technologies/com.unity.netcode.gameobjects
Releases · Unity-Technologies/com.unity.netcode.gameobjects
1.4.0
[1.4.0] - 2023-04-10
Added
- Added a way to access the GlobalObjectIdHash via PrefabIdHash for use in the Connection Approval Callback. (#2437)
- Added
OnServerStartedandOnServerStoppedevents that will trigger only on the server (or host player) to notify that the server just started or is no longer active (#2420) - Added
OnClientStartedandOnClientStoppedevents that will trigger only on the client (or host player) to notify that the client just started or is no longer active (#2420) - Added
NetworkTransform.UseHalfFloatPrecisionproperty that, when enabled, will use half float values for position, rotation, and scale. This yields a 50% bandwidth savings a the cost of precision. (#2388) - Added
NetworkTransform.UseQuaternionSynchronizationproperty that, when enabled, will synchronize the entire quaternion. (#2388) - Added
NetworkTransform.UseQuaternionCompressionproperty that, when enabled, will use a smallest three implementation reducing a full quaternion synchronization update to the size of an unsigned integer. (#2388) - Added
NetworkTransform.SlerpPositionproperty that, when enabled along with interpolation being enabled, will interpolate usingVector3.Slerp. (#2388) - Added
BufferedLinearInterpolatorVector3that replaces the float version, is now used byNetworkTransform, and provides the ability to enable or disableSlerp. (#2388) - Added
HalfVector3used for scale when half float precision is enabled. (#2388) - Added
HalfVector4used for rotation when half float precision and quaternion synchronization is enabled. (#2388) - Added
HalfVector3DeltaPositionused for position when half float precision is enabled. This handles loss in position precision by updating only the delta position as opposed to the full position. (#2388) - Added
NetworkTransform.GetSpaceRelativePositionandNetworkTransform.GetSpaceRelativeRotationhelper methods to return the proper values depending upon whether local or world space. (#2388) - Added
NetworkTransform.OnAuthorityPushTransformStatevirtual method that is invoked just prior to sending theNetworkTransformStateto non-authoritative instances. This provides users with the ability to obtain more precise delta values for prediction related calculations. (#2388) - Added
NetworkTransform.OnNetworkTransformStateUpdatedvirtual method that is invoked just after the authoritativeNetworkTransformStateis applied. This provides users with the ability to obtain more precise delta values for prediction related calculations. (#2388) - Added
NetworkTransform.OnInitializevirtual method that is invoked after theNetworkTransformhas been initialized or re-initialized when ownership changes. This provides for a way to make adjustments whenNetworkTransformis initialized (i.e. resetting client prediction etc) (#2388) - Added
NetworkObject.SynchronizeTransformproperty (default is true) that provides users with another way to help with bandwidth optimizations where, when set to false, theNetworkObject's associated transform will not be included when spawning and/or synchronizing late joining players. (#2388) - Added
NetworkSceneManager.ActiveSceneSynchronizationEnabledproperty, disabled by default, that enables client synchronization of server-side active scene changes. (#2383) - Added
NetworkObject.ActiveSceneSynchronization, disabled by default, that will automatically migrate aNetworkObjectto a newly assigned active scene. (#2383) - Added
NetworkObject.SceneMigrationSynchronization, enabled by default, that will synchronize client(s) when aNetworkObjectis migrated into a new scene on the server side viaSceneManager.MoveGameObjectToScene. (#2383)
Changed
- Made sure the
CheckObjectVisibilitydelegate is checked and applied, uponNetworkShowattempt. Found while supporting (#2454), although this is not a fix for this (already fixed) issue. (#2463) - Changed
NetworkTransformauthority handles delta checks on each new network tick and no longer consumes processing cycles checking for deltas for all frames in-between ticks. (#2388) - Changed the
NetworkTransformStatestructure is now public and now has public methods that provide access to key properties of theNetworkTransformStatestructure. (#2388) - Changed
NetworkTransforminterpolation adjusts its interpolation "ticks ago" to be 2 ticks latent if it is owner authoritative and the instance is not the server or 1 tick latent if the instance is the server and/or is server authoritative. (#2388) - Updated
NetworkSceneManagerto migrate dynamically spawnedNetworkObjects withDestroyWithSceneset to false into the active scene if their current scene is unloaded. (#2383) - Updated the server to synchronize its local
NetworkSceneManager.ClientSynchronizationModeduring the initial client synchronization. (#2383)
Fixed
- Fixed issue where during client synchronization the synchronizing client could receive a ObjectSceneChanged message before the client-side NetworkObject instance had been instantiated and spawned. (#2502)
- Fixed issue where
NetworkAnimatorwas building client RPC parameters to exclude the host from sending itself messages but was not including it in the ClientRpc parameters. (#2492) - Fixed issue where
NetworkAnimatorwas not properly detecting and synchronizing cross fade initiated transitions. (#2481) - Fixed issue where
NetworkAnimatorwas not properly synchronizing animation state updates. (#2481) - Fixed float NetworkVariables not being rendered properly in the inspector of NetworkObjects. (#2441)
- Fixed an issue where Named Message Handlers could remove themselves causing an exception when the metrics tried to access the name of the message.(#2426)
- Fixed registry of public
NetworkVariables in derivedNetworkBehaviours (#2423) - Fixed issue where runtime association of
Animatorproperties toAnimationCurves would causeNetworkAnimatorto attempt to update those changes. (#2416) - Fixed issue where
NetworkAnimatorwould not check if its associatedAnimatorwas valid during serialization and would spam exceptions in the editor console. (#2416) - Fixed issue with a child's rotation rolling over when interpolation is enabled on a
NetworkTransform. Now using half precision or full quaternion synchronization will always update all axis. (#2388) - Fixed issue where
NetworkTransformwas not setting the teleport flag when theNetworkTransform.InLocalSpacevalue changed. This issue only impactedNetworkTransformwhen interpolation was enabled. (#2388) - Fixed issue when the
NetworkSceneManager.ClientSynchronizationModeisLoadSceneMode.Additiveand the server changes the currently active scene prior to a client connecting then upon a client connecting and being synchronized the NetworkSceneManager would clear its internal ScenePlacedObjects list that could already be populated. (#2383) - Fixed issue where a client would load duplicate scenes of already preloaded scenes during the initial client synchronization and
NetworkSceneManager.ClientSynchronizationModewas set toLoadSceneMode.Additive. (#2383)
1.3.1
[1.3.1] - 2023-03-27
Added
- Added detection and graceful handling of corrupt packets for additional safety. (#2419)
Changed
- The UTP component UI has been updated to be more user-friendly for new users by adding a simple toggle to switch between local-only (127.0.0.1) and remote (0.0.0.0) binding modes, using the toggle "Allow Remote Connections" (#2408)
- Updated
UnityTransportdependency oncom.unity.transportto 1.3.3. (#2450) NetworkShow()ofNetworkObjects are delayed until the end of the frame to ensure consistency of delta-driven variables likeNetworkList.- Dirty
NetworkObjectare reset at end-of-frame and not at serialization time. NetworkHide()of an object that was justNetworkShow()n produces a warning, as remote clients will not get a spawn/despawn pair.- Renamed the NetworkTransform.SetState parameter
shouldGhostsInterpolatetoteleportDisabledfor better clarity of what that parameter does. (#2228) - Network prefabs are now stored in a ScriptableObject that can be shared between NetworkManagers, and have been exposed for public access. By default, a Default Prefabs List is created that contains all NetworkObject prefabs in the project, and new NetworkManagers will default to using that unless that option is turned off in the Netcode for GameObjects settings. Existing NetworkManagers will maintain their existing lists, which can be migrated to the new format via a button in their inspector. (#2322)
Fixed
- Fixed issue where changes to a layer's weight would not synchronize unless a state transition was occurring.(#2399)
- Fixed issue where
NetworkManager.LocalClientIdwas returning theNetworkTransport.ServerClientIdas opposed to theNetworkManager.m_LocalClientId. (#2398) - Fixed issue where a dynamically spawned
NetworkObjectparented under an in-scene placedNetworkObjectwould have itsInScenePlacedvalue changed totrue. This would result in a soft synchronization error for late joining clients. (#2396) - Fixed a UTP test that was failing when you install Unity Transport package 2.0.0 or newer. (#2347)
- Fixed issue where
NetcodeSettingsProviderwould throw an exception in Unity 2020.3.x versions. (#2345) - Fixed server side issue where, depending upon component ordering, some NetworkBehaviour components might not have their OnNetworkDespawn method invoked if the client side disconnected. (#2323)
- Fixed a case where data corruption could occur when using UnityTransport when reaching a certain level of send throughput. (#2332)
- Fixed an issue in
UnityTransportwhere an exception would be thrown if starting a Relay host/server on WebGL. This exception should only be thrown if using direct connections (where WebGL can't act as a host/server). (#2321) - Fixed
NetworkAnimatorissue where it was not checking forAnimatorStateTtansition.destinationStateMachineand any possible sub-states defined within it. (#2309) - Fixed
NetworkAnimatorissue where the host client was receiving the ClientRpc animation updates when the host was the owner.(#2309) Will be fixed in next update - Fixed
NetworkAnimatorissue with using pooled objects and when specific properties are cleaned during despawn and destroy.(#2309) - Fixed issue where
NetworkAnimatorwas checking for animation changes when the associatedNetworkObjectwas not spawned.(#2309) - Corrected an issue with the documentation for BufferSerializer (#2401)
1.2.0
[1.2.0] - 2022-11-21
Added
- Added protected method
NetworkBehaviour.OnSynchronizewhich is invoked during the initialNetworkObjectsynchronization process. This provides users the ability to include custom serialization information that will be applied to theNetworkBehaviourprior to theNetworkObjectbeing spawned. (#2298) - Added support for different versions of the SDK to talk to each other in circumstances where changes permit it. Starting with this version and into future versions, patch versions should be compatible as long as the minor version is the same. (#2290)
- Added
NetworkObjectauto-add helper and Multiplayer Tools install reminder settings to Project Settings. (#2285) - Added
public string DisconnectReasongetter toNetworkManagerandstring ReasontoConnectionApprovalResponse. Allows connection approval to communicate back a reason. Also addedpublic void DisconnectClient(ulong clientId, string reason)allowing setting a disconnection reason, when explicitly disconnecting a client. (#2280)
Changed
- Changed 3rd-party
XXHash(32 & 64) implementation with an in-house reimplementation (#2310) - When
NetworkConfig.EnsureNetworkVariableLengthSafetyis disabledNetworkVariablefields do not write the additionalushortsize value (which helps to reduce the total synchronization message size), but when enabled it still writes the additionalushortvalue. (#2298) - Optimized bandwidth usage by encoding most integer fields using variable-length encoding. (#2276)
Fixed
- Fixed issue where
NetworkTransformcomponents nested under a parent with aNetworkObjectcomponent (i.e. network prefab) would not have their associatedGameObject's transform synchronized. (#2298) - Fixed issue where
NetworkObjects that failed to instantiate could cause the entire synchronization pipeline to be disrupted/halted for a connecting client. (#2298) - Fixed issue where in-scene placed
NetworkObjects nested under aGameObjectwould be added to the orphaned children list causing continual console warning log messages. (#2298) - Custom messages are now properly received by the local client when they're sent while running in host mode. (#2296)
- Fixed issue where the host would receive more than one event completed notification when loading or unloading a scene only when no clients were connected. (#2292)
- Fixed an issue in
UnityTransportwhere an error would be logged if the 'Use Encryption' flag was enabled with a Relay configuration that used a secure protocol. (#2289) - Fixed issue where in-scene placed
NetworkObjectswere not honoring theAutoObjectParentSyncproperty. (#2281) - Fixed the issue where
NetworkManager.OnClientConnectedCallbackwas being invoked before in-scene placedNetworkObjects had been spawned when startingNetworkManageras a host. (#2277) - Creating a
FastBufferReaderwithAllocator.Nonewill not result in extra memory being allocated for the buffer (since it's owned externally in that scenario). (#2265)
Removed
- Removed the
NetworkObjectauto-add and Multiplayer Tools install reminder settings from the Menu interface. (#2285)
1.1.0
[1.1.0] - 2022-10-20
Added
- Added
NetworkManager.IsApprovedflag that is set totruea client has been approved.(#2261) UnityTransportnow provides a way to set the Relay server data directly from theRelayServerDatastructure (provided by the Unity Transport package) throuh itsSetRelayServerDatamethod. This allows making use of the new APIs in UTP 1.3 that simplify integration of the Relay SDK. (#2235)- IPv6 is now supported for direct connections when using
UnityTransport. (#2232) - Added WebSocket support when using UTP 2.0 with
UseWebSocketsproperty in theUnityTransportcomponent of theNetworkManagerallowing to pick WebSockets for communication. When building for WebGL, this selection happens automatically. (#2201) - Added position, rotation, and scale to the
ParentSyncMessagewhich provides users the ability to specify the final values on the server-side whenOnNetworkObjectParentChangedis invoked just before the message is created (when theTransformvalues are applied to the message). (#2146) - Added
NetworkObject.TryRemoveParentmethod for convenience purposes opposed to having to cast null to eitherGameObjectorNetworkObject. (#2146)
Changed
- Updated
UnityTransportdependency oncom.unity.transportto 1.3.0. (#2231) - The send queues of
UnityTransportare now dynamically-sized. This means that there shouldn't be any need anymore to tweak the 'Max Send Queue Size' value. In fact, this field is now removed from the inspector and will not be serialized anymore. It is still possible to set it manually using theMaxSendQueueSizeproperty, but it is not recommended to do so aside from some specific needs (e.g. limiting the amount of memory used by the send queues in very constrained environments). (#2212) - As a consequence of the above change, the
UnityTransport.InitialMaxSendQueueSizefield is now deprecated. There is no default value anymore since send queues are dynamically-sized. (#2212) - The debug simulator in
UnityTransportis now non-deterministic. Its random number generator used to be seeded with a constant value, leading to the same pattern of packet drops, delays, and jitter in every run. (#2196) NetworkVariable<>now supports managedINetworkSerializabletypes, as well as other managed types with serialization/deserialization delegates registered toUserNetworkVariableSerialization<T>.WriteValueandUserNetworkVariableSerialization<T>.ReadValue(#2219)NetworkVariable<>andBufferSerializer<BufferSerializerReader>now deserializeINetworkSerializabletypes in-place, rather than constructing new ones. (#2219)
Fixed
- Fixed
NetworkManager.ApprovalTimeoutwill not timeout due to slower client synchronization times as it now uses the addedNetworkManager.IsApprovedflag to determined if the client has been approved or not.(#2261) - Fixed issue caused when changing ownership of objects hidden to some clients (#2242)
- Fixed issue where an in-scene placed NetworkObject would not invoke NetworkBehaviour.OnNetworkSpawn if the GameObject was disabled when it was despawned. (#2239)
- Fixed issue where clients were not rebuilding the
NetworkConfighash value for each unique connection request. (#2226) - Fixed the issue where player objects were not taking the
DontDestroyWithOwnerproperty into consideration when a client disconnected. (#2225) - Fixed issue where
SceneEventProgresswould not complete if a client late joins while it is still in progress. (#2222) - Fixed issue where
SceneEventProgresswould not complete if a client disconnects. (#2222) - Fixed issues with detecting if a
SceneEventProgresshas timed out. (#2222) - Fixed issue #1924 where
UnityTransportwould fail to restart after a first failure (even if what caused the initial failure was addressed). (#2220) - Fixed issue where
NetworkTransform.SetStateServerRpcandNetworkTransform.SetStateClientRpcwere not honoring local vs world space settings when applying the position and rotation. (#2203) - Fixed ILPP
TypeLoadExceptionon WebGL on MacOS Editor and potentially other platforms. (#2199) - Implicit conversion of NetworkObjectReference to GameObject will now return null instead of throwing an exception if the referenced object could not be found (i.e., was already despawned) (#2158)
- Fixed warning resulting from a stray NetworkAnimator.meta file (#2153)
- Fixed Connection Approval Timeout not working client side. (#2164)
- Fixed issue where the
WorldPositionStaysparenting parameter was not being synchronized with clients. (#2146) - Fixed issue where parented in-scene placed
NetworkObjects would fail for late joining clients. (#2146) - Fixed issue where scale was not being synchronized which caused issues with nested parenting and scale when
WorldPositionStayswas true. (#2146) - Fixed issue with
NetworkTransform.ApplyTransformToNetworkStateWithInfowhere it was not honoring axis sync settings whenNetworkTransformState.IsTeleportingNextFramewas true. (#2146) - Fixed issue with
NetworkTransform.TryCommitTransformToServerwhere it was not honoring theInLocalSpacesetting. (#2146) - Fixed ClientRpcs always reporting in the profiler view as going to all clients, even when limited to a subset of clients by
ClientRpcParams. (#2144) - Fixed RPC codegen failing to choose the correct extension methods for
FastBufferReaderandFastBufferWriterwhen the parameters were a generic type (i.e., List) and extensions for multiple instantiations of that type have been defined (i.e., List and List) (#2142) - Fixed the issue where running a server (i.e. not host) the second player would not receive updates (unless a third player joined). (#2127)
- Fixed issue where late-joining client transition synchronization could fail when more than one transition was occurring.(#2127)
- Fixed throwing an exception in
OnNetworkUpdatecausing otherOnNetworkUpdatecalls to not be executed. (#1739) - Fixed synchronization when Time.timeScale is set to 0. This changes timing update to use unscaled deltatime. Now network updates rate are independent from the local time scale. (#2171)
- Fixed not sending all NetworkVariables to all clients when a client connects to a server. (#1987)
- Fixed IsOwner/IsOwnedByServer being wrong on the server after calling RemoveOwnership (#2211)
1.0.2
Fixed
- Fixed issue where
NetworkTransformwas not honoring the InLocalSpace property on the authority side during OnNetworkSpawn. (#2170) - Fixed issue where
NetworkTransformwas not ending extrapolation for the previous state causing non-authoritative instances to become out of synch. (#2170) - Fixed issue where
NetworkTransformwas not continuing to interpolate for the remainder of the associated tick period. (#2170) - Fixed issue during
NetworkTransform.OnNetworkSpawnfor non-authoritative instances where it was initializing interpolators with the replicated network state which now only contains the transform deltas that occurred during a network tick and not the entire transform state. (#2170)
1.0.1
Changed
- Changed version to 1.0.1. (#2131)
- Updated dependency on
com.unity.transportto 1.2.0. (#2129) - When using
UnityTransport, reliable payloads are now allowed to exceed the configured 'Max Payload Size'. Unreliable payloads remain bounded by this setting. (#2081) - Performance improvements for cases with large number of NetworkObjects, by not iterating over all unchanged NetworkObjects
Fixed
- Fixed not sending all NetworkVariables to all clients when a client connects to a server. (#1987)
- Fixed an issue where reading/writing more than 8 bits at a time with BitReader/BitWriter would write/read from the wrong place, returning and incorrect result. (#2130)
- Fixed issue with the internal
NetworkTransformState.m_Bitsetflag not getting cleared upon the next tick advancement. (#2110) - Fixed interpolation issue with
NetworkTransform.Teleport. (#2110) - Fixed issue where the authoritative side was interpolating its transform. (#2110)
- Fixed Owner-written NetworkVariable infinitely write themselves (#2109)
- Fixed NetworkList issue that showed when inserting at the very end of a NetworkList (#2099)
- Fixed issue where a client owner of a
NetworkVariablewith both owner read and write permissions would not update the server side when changed. (#2097) - Fixed issue when attempting to spawn a parent
GameObject, withNetworkObjectcomponent attached, that has one or more childGameObjects, that are inactive in the hierarchy, withNetworkBehaviourcomponents it will no longer attempt to spawn the associatedNetworkBehaviour(s) or invoke ownership changed notifications but will log a warning message. (#2096) - Fixed an issue where destroying a NetworkBehaviour would not deregister it from the parent NetworkObject, leading to exceptions when the parent was later destroyed. (#2091)
- Fixed issue where
NetworkObject.NetworkHidewas despawning and destroying, as opposed to only despawning, in-scene placedNetworkObjects. (#2086) - Fixed
NetworkAnimatorsynchronizing transitions twice due to it detecting the change in animation state once a transition is started by a trigger. (#2084) - Fixed issue where
NetworkAnimatorwould not synchronize a looping animation for late joining clients if it was at the very end of its loop. (#2076) - Fixed issue where
NetworkAnimatorwas not removing its subscription fromOnClientConnectedCallbackwhen despawned during the shutdown sequence. (#2074) - Fixed IsServer and IsClient being set to false before object despawn during the shutdown sequence. (#2074)
- Fixed NetworkList Value event on the server. PreviousValue is now set correctly when a new value is set through property setter. (#2067)
- Fixed NetworkLists not populating on client. NetworkList now uses the most recent list as opposed to the list at the end of previous frame, when sending full updates to dynamically spawned NetworkObject. The difference in behaviour is required as scene management spawns those objects at a different time in the frame, relative to updates. (#2062)
1.0.0
1.0.0-pre.10
[1.0.0-pre.10] - 2022-06-21
Added
- Added a new
OnTransportFailurecallback toNetworkManager. This callback is invoked when the manager'sNetworkTransportencounters an unrecoverable error. Transport failures also cause theNetworkManagerto shut down. Currently, this is only used byUnityTransportto signal a timeout of its connection to the Unity Relay servers. (#1994) - Added
NetworkEvent.TransportFailure, which can be used by implementations ofNetworkTransportto signal toNetworkManagerthat an unrecoverable error was encountered. (#1994) - Added test to ensure a warning occurs when nesting NetworkObjects in a NetworkPrefab (#1969)
- Added
NetworkManager.RemoveNetworkPrefab(...)to remove a prefab from the prefabs list (#1950)
Changed
- Updated
UnityTransportdependency oncom.unity.transportto 1.1.0. (#2025) - (API Breaking)
ConnectionApprovalCallbackis no longer aneventand will not allow more than 1 handler registered at a time. Also,ConnectionApprovalCallbackis now anAction<>taking aConnectionApprovalRequestand aConnectionApprovalResponsethat the client code must fill (#1972) (#2002)
Removed
Fixed
- Fixed issue where dynamically spawned
NetworkObjects could throw an exception if the scene of origin handle was zero (0) and theNetworkObjectwas already spawned. (#2017) - Fixed issue where
NetworkObject.Observerswas not being cleared when despawned. (#2009) - Fixed
NetworkAnimatorcould not run in the server authoritative mode. (#2003) - Fixed issue where late joining clients would get a soft synchronization error if any in-scene placed NetworkObjects were parented under another
NetworkObject. (#1985) - Fixed issue where
NetworkBehaviourReferencewould throw a type cast exception if usingNetworkBehaviourReference.TryGetand the component type was not found. (#1984) - Fixed
NetworkSceneManagerwas not sending scene event notifications for the currently active scene and any additively loaded scenes when loading a new scene inLoadSceneMode.Singlemode. (#1975) - Fixed issue where one or more clients disconnecting during a scene event would cause
LoadEventCompletedorUnloadEventCompletedto wait until theNetworkConfig.LoadSceneTimeOutperiod before being triggered. (#1973) - Fixed issues when multiple
ConnectionApprovalCallbacks were registered (#1972) - Fixed a regression in serialization support:
FixedString,Vector2Int, andVector3Inttypes can now be used in NetworkVariables and RPCs again without requiring aForceNetworkSerializeByMemcpy<>wrapper. (#1961) - Fixed generic types that inherit from NetworkBehaviour causing crashes at compile time. (#1976)
- Fixed endless dialog boxes when adding a
NetworkBehaviourto aNetworkManageror vice-versa. (#1947) - Fixed
NetworkAnimatorissue where it was only synchronizing parameters if the layer or state changed or was transitioning between states. (#1946) - Fixed
NetworkAnimatorissue where when it did detect a parameter had changed it would send all parameters as opposed to only the parameters that changed. (#1946) - Fixed
NetworkAnimatorissue where it was not always disposing theNativeArraythat is allocated when spawned. (#1946) - Fixed
NetworkAnimatorissue where it was not taking the animation speed or state speed multiplier into consideration. (#1946) - Fixed
NetworkAnimatorissue where it was not properly synchronizing late joining clients if they joined whileAnimatorwas transitioning between states. (#1946) - Fixed
NetworkAnimatorissue where the server was not relaying changes to non-owner clients when a client was the owner. (#1946) - Fixed issue where the
PacketLossmetric for tools would return the packet loss over a connection lifetime instead of a single frame. (#2004)
1.0.0-pre.9
1.0.0-pre.8
[1.0.0-pre.8] - 2022-04-27
Changed
unmanagedstructs are no longer universally accepted as RPC parameters because some structs (i.e., structs with pointers in them, such asNativeList<T>) can't be supported by the default memcpy struct serializer. Structs that are intended to be serialized across the network must addINetworkSerializeByMemcpyto the interface list (i.e.,struct Foo : INetworkSerializeByMemcpy). This interface is empty and just serves to mark the struct as compatible with memcpy serialization. For external structs you can't edit, you can pass them to RPCs by wrapping them inForceNetworkSerializeByMemcpy<T>. (#1901)
Removed
-
Removed
SIPTransport(#1870) -
Removed
ClientNetworkTransformfrom the package samples and moved to Boss Room's Utilities package which can be found here.
Fixed
- Fixed
NetworkTransformgenerating false positive rotation delta checks when rolling over between 0 and 360 degrees. (#1890) - Fixed client throwing an exception if it has messages in the outbound queue when processing the
NetworkEvent.Disconnectevent and is using UTP. (#1884) - Fixed issue during client synchronization if 'ValidateSceneBeforeLoading' returned false it would halt the client synchronization process resulting in a client that was approved but not synchronized or fully connected with the server. (#1883)
- Fixed an issue where UNetTransport.StartServer would return success even if the underlying transport failed to start (#854)
- Passing generic types to RPCs no longer causes a native crash (#1901)
- Fixed an issue where calling
Shutdownon aNetworkManagerthat was already shut down would cause an immediate shutdown the next time it was started (basically the fix makesShutdownidempotent). (#1877)