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)
This commit is contained in:
@@ -113,11 +113,6 @@ namespace Unity.Netcode
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}
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// Handle updating the currently active scene
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var networkObjects = FindObjectsByType<NetworkObject>(FindObjectsInactive.Include, FindObjectsSortMode.None);
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foreach (var networkObject in networkObjects)
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{
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networkObject.OnValidate();
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}
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NetworkObjectRefreshTool.ProcessActiveScene();
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// Refresh all build settings scenes
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@@ -130,14 +125,14 @@ namespace Unity.Netcode
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continue;
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}
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// Add the scene to be processed
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NetworkObjectRefreshTool.ProcessScene(editorScene.path, false);
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NetworkObjectRefreshTool.ProcessScene(editorScene.path, true);
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}
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// Process all added scenes
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NetworkObjectRefreshTool.ProcessScenes();
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}
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private void OnValidate()
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internal void OnValidate()
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{
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// do NOT regenerate GlobalObjectIdHash for NetworkPrefabs while Editor is in PlayMode
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if (EditorApplication.isPlaying && !string.IsNullOrEmpty(gameObject.scene.name))
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@@ -229,6 +224,7 @@ namespace Unity.Netcode
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if (sourceAsset != null && sourceAsset.GlobalObjectIdHash != 0 && InScenePlacedSourceGlobalObjectIdHash != sourceAsset.GlobalObjectIdHash)
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{
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InScenePlacedSourceGlobalObjectIdHash = sourceAsset.GlobalObjectIdHash;
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EditorUtility.SetDirty(this);
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}
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IsSceneObject = true;
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}
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@@ -340,7 +336,7 @@ namespace Unity.Netcode
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if (!HasAuthority)
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{
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NetworkLog.LogError($"Only the authoirty can invoke {nameof(DeferDespawn)} and local Client-{NetworkManager.LocalClientId} is not the authority of {name}!");
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NetworkLog.LogError($"Only the authority can invoke {nameof(DeferDespawn)} and local Client-{NetworkManager.LocalClientId} is not the authority of {name}!");
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return;
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}
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@@ -1613,7 +1609,12 @@ namespace Unity.Netcode
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}
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else if (NetworkManager.DistributedAuthorityMode && !NetworkManager.DAHost)
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{
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NetworkManager.SpawnManager.SendSpawnCallForObject(NetworkManager.ServerClientId, this);
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// If spawning with observers or if not spawning with observers but the observer count is greater than 1 (i.e. owner/authority creating),
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// then we want to send a spawn notification.
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if (SpawnWithObservers || !SpawnWithObservers && Observers.Count > 1)
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{
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NetworkManager.SpawnManager.SendSpawnCallForObject(NetworkManager.ServerClientId, this);
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}
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}
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else
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{
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@@ -2444,6 +2445,14 @@ namespace Unity.Netcode
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}
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}
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internal void MarkOwnerReadVariablesDirty()
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{
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for (int i = 0; i < ChildNetworkBehaviours.Count; i++)
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{
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ChildNetworkBehaviours[i].MarkOwnerReadVariablesDirty();
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}
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}
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// NGO currently guarantees that the client will receive spawn data for all objects in one network tick.
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// Children may arrive before their parents; when they do they are stored in OrphanedChildren and then
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// resolved when their parents arrived. Because we don't send a partial list of spawns (yet), something
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@@ -2770,11 +2779,11 @@ namespace Unity.Netcode
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}
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}
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internal void PostNetworkVariableWrite()
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internal void PostNetworkVariableWrite(bool forced = false)
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{
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for (int k = 0; k < ChildNetworkBehaviours.Count; k++)
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{
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ChildNetworkBehaviours[k].PostNetworkVariableWrite();
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ChildNetworkBehaviours[k].PostNetworkVariableWrite(forced);
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}
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}
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@@ -3053,10 +3062,15 @@ namespace Unity.Netcode
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}
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}
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// Add all known players to the observers list if they don't already exist
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foreach (var player in networkManager.SpawnManager.PlayerObjects)
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// Only add all other players as observers if we are spawning with observers,
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// otherwise user controls via NetworkShow.
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if (networkObject.SpawnWithObservers)
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{
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networkObject.Observers.Add(player.OwnerClientId);
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// Add all known players to the observers list if they don't already exist
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foreach (var player in networkManager.SpawnManager.PlayerObjects)
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{
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networkObject.Observers.Add(player.OwnerClientId);
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}
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}
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}
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}
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