com.unity.netcode.gameobjects@1.5.2

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).

## [1.5.2] - 2023-07-24

### Added

### Fixed

- Fixed issue where `NetworkClient.OwnedObjects` was not returning any owned objects due to the `NetworkClient.IsConnected` not being properly set. (#2631)
- Fixed a crash when calling TrySetParent with a null Transform (#2625)
- Fixed issue where a `NetworkTransform` using full precision state updates was losing transform state updates when interpolation was enabled. (#2624)
- Fixed issue where `NetworkObject.SpawnWithObservers` was not being honored for late joining clients. (#2623)
- Fixed issue where invoking `NetworkManager.Shutdown` multiple times, depending upon the timing, could cause an exception. (#2622)
- Fixed issue where removing ownership would not notify the server that it gained ownership. This also resolves the issue where an owner authoritative NetworkTransform would not properly initialize upon removing ownership from a remote client. (#2618)
- Fixed ILPP issues when using CoreCLR and for certain dedicated server builds. (#2614)
- Fixed an ILPP compile error when creating a generic NetworkBehaviour singleton with a static T instance. (#2603)

### Changed
This commit is contained in:
Unity Technologies
2023-07-24 00:00:00 +00:00
parent 4d70c198bd
commit 0581a42b70
24 changed files with 390 additions and 169 deletions

View File

@@ -1159,8 +1159,11 @@ namespace Unity.Netcode.Components
// Non-Authoritative's current position, scale, and rotation that is used to assure the non-authoritative side cannot make adjustments to
// the portions of the transform being synchronized.
private Vector3 m_CurrentPosition;
private Vector3 m_TargetPosition;
private Vector3 m_CurrentScale;
private Vector3 m_TargetScale;
private Quaternion m_CurrentRotation;
private Vector3 m_TargetRotation;
[MethodImpl(MethodImplOptions.AggressiveInlining)]
@@ -2009,6 +2012,7 @@ namespace Unity.Netcode.Components
}
m_CurrentPosition = currentPosition;
m_TargetPosition = currentPosition;
// Apply the position
if (newState.InLocalSpace)
@@ -2026,7 +2030,6 @@ namespace Unity.Netcode.Components
if (UseHalfFloatPrecision)
{
currentScale = newState.Scale;
m_CurrentScale = currentScale;
}
else
{
@@ -2049,6 +2052,7 @@ namespace Unity.Netcode.Components
}
m_CurrentScale = currentScale;
m_TargetScale = currentScale;
m_ScaleInterpolator.ResetTo(currentScale, sentTime);
// Apply the adjusted scale
@@ -2082,6 +2086,7 @@ namespace Unity.Netcode.Components
}
m_CurrentRotation = currentRotation;
m_TargetRotation = currentRotation.eulerAngles;
m_RotationInterpolator.ResetTo(currentRotation, sentTime);
if (InLocalSpace)
@@ -2158,28 +2163,29 @@ namespace Unity.Netcode.Components
}
else
{
var currentPosition = GetSpaceRelativePosition();
var newTargetPosition = m_TargetPosition;
if (m_LocalAuthoritativeNetworkState.HasPositionX)
{
currentPosition.x = m_LocalAuthoritativeNetworkState.PositionX;
newTargetPosition.x = m_LocalAuthoritativeNetworkState.PositionX;
}
if (m_LocalAuthoritativeNetworkState.HasPositionY)
{
currentPosition.y = m_LocalAuthoritativeNetworkState.PositionY;
newTargetPosition.y = m_LocalAuthoritativeNetworkState.PositionY;
}
if (m_LocalAuthoritativeNetworkState.HasPositionZ)
{
currentPosition.z = m_LocalAuthoritativeNetworkState.PositionZ;
newTargetPosition.z = m_LocalAuthoritativeNetworkState.PositionZ;
}
UpdatePositionInterpolator(currentPosition, sentTime);
UpdatePositionInterpolator(newTargetPosition, sentTime);
m_TargetPosition = newTargetPosition;
}
}
if (m_LocalAuthoritativeNetworkState.HasScaleChange)
{
var currentScale = transform.localScale;
var currentScale = m_TargetScale;
if (UseHalfFloatPrecision)
{
for (int i = 0; i < 3; i++)
@@ -2207,6 +2213,7 @@ namespace Unity.Netcode.Components
currentScale.z = m_LocalAuthoritativeNetworkState.ScaleZ;
}
}
m_TargetScale = currentScale;
m_ScaleInterpolator.AddMeasurement(currentScale, sentTime);
}
@@ -2221,7 +2228,9 @@ namespace Unity.Netcode.Components
}
else
{
currentEulerAngles = m_TargetRotation;
// Adjust based on which axis changed
// (both half precision and full precision apply Eulers to the RotAngle properties when reading the update)
if (m_LocalAuthoritativeNetworkState.HasRotAngleX)
{
currentEulerAngles.x = m_LocalAuthoritativeNetworkState.RotAngleX;
@@ -2236,6 +2245,7 @@ namespace Unity.Netcode.Components
{
currentEulerAngles.z = m_LocalAuthoritativeNetworkState.RotAngleZ;
}
m_TargetRotation = currentEulerAngles;
currentRotation.eulerAngles = currentEulerAngles;
}
@@ -2489,8 +2499,11 @@ namespace Unity.Netcode.Components
ResetInterpolatedStateToCurrentAuthoritativeState();
m_CurrentPosition = currentPosition;
m_TargetPosition = currentPosition;
m_CurrentScale = transform.localScale;
m_TargetScale = transform.localScale;
m_CurrentRotation = currentRotation;
m_TargetRotation = currentRotation.eulerAngles;
}
@@ -2649,7 +2662,7 @@ namespace Unity.Netcode.Components
var serverTime = NetworkManager.ServerTime;
var cachedDeltaTime = NetworkManager.RealTimeProvider.DeltaTime;
var cachedServerTime = serverTime.Time;
// TODO: Investigate Further
// With owner authoritative mode, non-authority clients can lag behind
// by more than 1 tick period of time. The current "solution" for now
// is to make their cachedRenderTime run 2 ticks behind.