com.unity.netcode.gameobjects@2.1.1
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html). Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com). ## [2.1.1] - 2024-10-18 ### Added - Added ability to edit the `NetworkConfig.AutoSpawnPlayerPrefabClientSide` within the inspector view. (#3097) - Added `IContactEventHandlerWithInfo` that derives from `IContactEventHandler` that can be updated per frame to provide `ContactEventHandlerInfo` information to the `RigidbodyContactEventManager` when processing collisions. (#3094) - `ContactEventHandlerInfo.ProvideNonRigidBodyContactEvents`: When set to true, non-`Rigidbody` collisions with the registered `Rigidbody` will generate contact event notifications. (#3094) - `ContactEventHandlerInfo.HasContactEventPriority`: When set to true, the `Rigidbody` will be prioritized as the instance that generates the event if the `Rigidbody` colliding does not have priority. (#3094) - Added a static `NetworkManager.OnInstantiated` event notification to be able to track when a new `NetworkManager` instance has been instantiated. (#3088) - Added a static `NetworkManager.OnDestroying` event notification to be able to track when an existing `NetworkManager` instance is being destroyed. (#3088) ### Fixed - Fixed issue where `NetworkPrefabProcessor` would not mark the prefab list as dirty and prevent saving the `DefaultNetworkPrefabs` asset when only imports or only deletes were detected.(#3103) - Fixed an issue where nested `NetworkTransform` components in owner authoritative mode cleared their initial settings on the server, causing improper synchronization. (#3099) - Fixed issue with service not getting synchronized with in-scene placed `NetworkObject` instances when a session owner starts a `SceneEventType.Load` event. (#3096) - Fixed issue with the in-scene network prefab instance update menu tool where it was not properly updating scenes when invoked on the root prefab instance. (#3092) - Fixed an issue where newly synchronizing clients would always receive current `NetworkVariable` values, potentially causing issues with collections if there were pending updates. Now, pending state updates serialize previous values to avoid duplicates on new clients. (#3081) - Fixed issue where changing ownership would mark every `NetworkVariable` dirty. Now, it will only mark any `NetworkVariable` with owner read permissions as dirty and will send/flush any pending updates to all clients prior to sending the change in ownership message. (#3081) - Fixed an issue where transferring ownership of `NetworkVariable` collections didn't update the new owner’s previous value, causing the last added value to be detected as a change during additions or removals. (#3081) - Fixed issue where a client (or server) with no write permissions for a `NetworkVariable` using a standard .NET collection type could still modify the collection which could cause various issues depending upon the modification and collection type. (#3081) - Fixed issue where applying the position and/or rotation to the `NetworkManager.ConnectionApprovalResponse` when connection approval and auto-spawn player prefab were enabled would not apply the position and/or rotation when the player prefab was instantiated. (#3078) - Fixed issue where `NetworkObject.SpawnWithObservers` was not being honored when spawning the player prefab. (#3077) - Fixed issue with the client count not being correct on the host or server side when a client disconnects itself from a session. (#3075) ### Changed - Changed `NetworkConfig.AutoSpawnPlayerPrefabClientSide` is no longer automatically set when starting `NetworkManager`. (#3097) - Updated `NetworkVariableDeltaMessage` so the server now forwards delta state updates from clients immediately, instead of waiting until the end of the frame or the next network tick. (#3081)
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@@ -5,6 +5,7 @@ using System.Linq;
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using UnityEngine;
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#if UNITY_EDITOR
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using UnityEditor;
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using PackageInfo = UnityEditor.PackageManager.PackageInfo;
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#endif
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using UnityEngine.SceneManagement;
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using Debug = UnityEngine.Debug;
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@@ -17,6 +18,17 @@ namespace Unity.Netcode
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[AddComponentMenu("Netcode/Network Manager", -100)]
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public class NetworkManager : MonoBehaviour, INetworkUpdateSystem
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{
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/// <summary>
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/// Subscribe to this static event to get notifications when a <see cref="NetworkManager"/> instance has been instantiated.
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/// </summary>
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public static event Action<NetworkManager> OnInstantiated;
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/// <summary>
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/// Subscribe to this static event to get notifications when a <see cref="NetworkManager"/> instance is being destroyed.
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/// </summary>
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public static event Action<NetworkManager> OnDestroying;
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#if UNITY_EDITOR
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// Inspector view expand/collapse settings for this derived child class
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[HideInInspector]
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@@ -874,6 +886,7 @@ namespace Unity.Netcode
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internal Override<ushort> PortOverride;
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#if UNITY_EDITOR
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internal static INetworkManagerHelper NetworkManagerHelper;
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@@ -900,6 +913,11 @@ namespace Unity.Netcode
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}
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private PackageInfo GetPackageInfo(string packageName)
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{
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return AssetDatabase.FindAssets("package").Select(AssetDatabase.GUIDToAssetPath).Where(x => AssetDatabase.LoadAssetAtPath<TextAsset>(x) != null).Select(PackageInfo.FindForAssetPath).Where(x => x != null).First(x => x.name == packageName);
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}
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internal void OnValidate()
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{
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if (NetworkConfig == null)
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@@ -1030,6 +1048,8 @@ namespace Unity.Netcode
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#if UNITY_EDITOR
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EditorApplication.playModeStateChanged += ModeChanged;
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#endif
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// Notify we have instantiated a new instance of NetworkManager.
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OnInstantiated?.Invoke(this);
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}
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private void OnEnable()
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@@ -1141,9 +1161,6 @@ namespace Unity.Netcode
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UpdateTopology();
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//DANGOEXP TODO: Remove this before finalizing the experimental release
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NetworkConfig.AutoSpawnPlayerPrefabClientSide = DistributedAuthorityMode;
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// Make sure the ServerShutdownState is reset when initializing
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if (server)
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{
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@@ -1632,6 +1649,9 @@ namespace Unity.Netcode
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UnityEngine.SceneManagement.SceneManager.sceneUnloaded -= OnSceneUnloaded;
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// Notify we are destroying NetworkManager
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OnDestroying?.Invoke(this);
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if (Singleton == this)
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{
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Singleton = null;
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