com.unity.netcode.gameobjects@1.0.0-pre.10
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). ## [1.0.0-pre.10] - 2022-06-21 ### Added - Added a new `OnTransportFailure` callback to `NetworkManager`. This callback is invoked when the manager's `NetworkTransport` encounters an unrecoverable error. Transport failures also cause the `NetworkManager` to shut down. Currently, this is only used by `UnityTransport` to signal a timeout of its connection to the Unity Relay servers. (#1994) - Added `NetworkEvent.TransportFailure`, which can be used by implementations of `NetworkTransport` to signal to `NetworkManager` that 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 `UnityTransport` dependency on `com.unity.transport` to 1.1.0. (#2025) - (API Breaking) `ConnectionApprovalCallback` is no longer an `event` and will not allow more than 1 handler registered at a time. Also, `ConnectionApprovalCallback` is now a `Func<>` taking `ConnectionApprovalRequest` in and returning `ConnectionApprovalResponse` back out (#1972) ### Removed ### Fixed - Fixed issue where dynamically spawned `NetworkObject`s could throw an exception if the scene of origin handle was zero (0) and the `NetworkObject` was already spawned. (#2017) - Fixed issue where `NetworkObject.Observers` was not being cleared when despawned. (#2009) - Fixed `NetworkAnimator` could 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 `NetworkBehaviourReference` would throw a type cast exception if using `NetworkBehaviourReference.TryGet` and the component type was not found. (#1984) - Fixed `NetworkSceneManager` was not sending scene event notifications for the currently active scene and any additively loaded scenes when loading a new scene in `LoadSceneMode.Single` mode. (#1975) - Fixed issue where one or more clients disconnecting during a scene event would cause `LoadEventCompleted` or `UnloadEventCompleted` to wait until the `NetworkConfig.LoadSceneTimeOut` period before being triggered. (#1973) - Fixed issues when multiple `ConnectionApprovalCallback`s were registered (#1972) - Fixed a regression in serialization support: `FixedString`, `Vector2Int`, and `Vector3Int` types can now be used in NetworkVariables and RPCs again without requiring a `ForceNetworkSerializeByMemcpy<>` wrapper. (#1961) - Fixed generic types that inherit from NetworkBehaviour causing crashes at compile time. (#1976) - Fixed endless dialog boxes when adding a `NetworkBehaviour` to a `NetworkManager` or vice-versa. (#1947) - Fixed `NetworkAnimator` issue where it was only synchronizing parameters if the layer or state changed or was transitioning between states. (#1946) - Fixed `NetworkAnimator` issue where when it did detect a parameter had changed it would send all parameters as opposed to only the parameters that changed. (#1946) - Fixed `NetworkAnimator` issue where it was not always disposing the `NativeArray` that is allocated when spawned. (#1946) - Fixed `NetworkAnimator` issue where it was not taking the animation speed or state speed multiplier into consideration. (#1946) - Fixed `NetworkAnimator` issue where it was not properly synchronizing late joining clients if they joined while `Animator` was transitioning between states. (#1946) - Fixed `NetworkAnimator` issue where the server was not relaying changes to non-owner clients when a client was the owner. (#1946) - Fixed issue where the `PacketLoss` metric for tools would return the packet loss over a connection lifetime instead of a single frame. (#2004)
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@@ -1,7 +1,6 @@
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using System;
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using System.Collections.Generic;
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using UnityEngine;
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using Random = UnityEngine.Random;
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namespace Unity.Netcode.Components
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{
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@@ -705,8 +704,6 @@ namespace Unity.Netcode.Components
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return;
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}
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Debug.DrawLine(newState.Position, newState.Position + Vector3.up + Vector3.left, Color.green, 10, false);
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if (Interpolate)
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{
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AddInterpolatedState(newState, (newState.InLocalSpace != m_LastInterpolateLocal));
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@@ -716,10 +713,20 @@ namespace Unity.Netcode.Components
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if (m_CachedNetworkManager.LogLevel == LogLevel.Developer)
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{
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var pos = new Vector3(newState.PositionX, newState.PositionY, newState.PositionZ);
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Debug.DrawLine(pos, pos + Vector3.up + Vector3.left * Random.Range(0.5f, 2f), Color.green, k_DebugDrawLineTime, false);
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}
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}
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public void SetMaxInterpolationBound(float maxInterpolationBound)
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{
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m_PositionXInterpolator.MaxInterpolationBound = maxInterpolationBound;
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m_PositionYInterpolator.MaxInterpolationBound = maxInterpolationBound;
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m_PositionZInterpolator.MaxInterpolationBound = maxInterpolationBound;
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m_RotationInterpolator.MaxInterpolationBound = maxInterpolationBound;
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m_ScaleXInterpolator.MaxInterpolationBound = maxInterpolationBound;
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m_ScaleYInterpolator.MaxInterpolationBound = maxInterpolationBound;
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m_ScaleZInterpolator.MaxInterpolationBound = maxInterpolationBound;
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}
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private void Awake()
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{
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// we only want to create our interpolators during Awake so that, when pooled, we do not create tons
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@@ -936,10 +943,9 @@ namespace Unity.Netcode.Components
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}
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/// <summary>
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/// Override this and return false to follow the owner authoritative
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/// Otherwise, it defaults to server authoritative
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/// Override this method and return false to switch to owner authoritative mode
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/// </summary>
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protected virtual bool OnIsServerAuthoritatitive()
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protected virtual bool OnIsServerAuthoritative()
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{
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return true;
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}
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@@ -949,7 +955,7 @@ namespace Unity.Netcode.Components
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/// </summary>
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internal bool IsServerAuthoritative()
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{
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return OnIsServerAuthoritatitive();
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return OnIsServerAuthoritative();
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}
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}
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}
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