com.unity.netcode.gameobjects@2.0.0-exp.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). ## [2.0.0-exp.2] - 2024-04-02 ### Added - Added updates to all internal messages to account for a distributed authority network session connection. (#2863) - Added `NetworkRigidbodyBase` that provides users with a more customizable network rigidbody, handles both `Rigidbody` and `Rigidbody2D`, and provides an option to make `NetworkTransform` use the rigid body for motion. (#2863) - For a customized `NetworkRigidbodyBase` class: - `NetworkRigidbodyBase.AutoUpdateKinematicState` provides control on whether the kinematic setting will be automatically set or not when ownership changes. - `NetworkRigidbodyBase.AutoSetKinematicOnDespawn` provides control on whether isKinematic will automatically be set to true when the associated `NetworkObject` is despawned. - `NetworkRigidbodyBase.Initialize` is a protected method that, when invoked, will initialize the instance. This includes options to: - Set whether using a `RigidbodyTypes.Rigidbody` or `RigidbodyTypes.Rigidbody2D`. - Includes additional optional parameters to set the `NetworkTransform`, `Rigidbody`, and `Rigidbody2d` to use. - Provides additional public methods: - `NetworkRigidbodyBase.GetPosition` to return the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.GetRotation` to return the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.MovePosition` to move to the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.MoveRotation` to move to the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.Move` to move to the position and rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.Move` to move to the position and rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.SetPosition` to set the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.SetRotation` to set the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.ApplyCurrentTransform` to set the position and rotation of the `Rigidbody` or `Rigidbody2d` based on the associated `GameObject` transform (depending upon its initialized setting). - `NetworkRigidbodyBase.WakeIfSleeping` to wake up the rigid body if sleeping. - `NetworkRigidbodyBase.SleepRigidbody` to put the rigid body to sleep. - `NetworkRigidbodyBase.IsKinematic` to determine if the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) is currently kinematic. - `NetworkRigidbodyBase.SetIsKinematic` to set the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) current kinematic state. - `NetworkRigidbodyBase.ResetInterpolation` to reset the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) back to its original interpolation value when initialized. - Now includes a `MonoBehaviour.FixedUpdate` implementation that will update the assigned `NetworkTransform` when `NetworkRigidbodyBase.UseRigidBodyForMotion` is true. (#2863) - Added `RigidbodyContactEventManager` that provides a more optimized way to process collision enter and collision stay events as opposed to the `Monobehaviour` approach. (#2863) - Can be used in client-server and distributed authority modes, but is particularly useful in distributed authority. - Added rigid body motion updates to `NetworkTransform` which allows users to set interolation on rigid bodies. (#2863) - Extrapolation is only allowed on authoritative instances, but custom class derived from `NetworkRigidbodyBase` or `NetworkRigidbody` or `NetworkRigidbody2D` automatically switches non-authoritative instances to interpolation if set to extrapolation. - Added distributed authority mode support to `NetworkAnimator`. (#2863) - Added session mode selection to `NetworkManager` inspector view. (#2863) - Added distributed authority permissions feature. (#2863) - Added distributed authority mode specific `NetworkObject` permissions flags (Distributable, Transferable, and RequestRequired). (#2863) - Added distributed authority mode specific `NetworkObject.SetOwnershipStatus` method that applies one or more `NetworkObject` instance's ownership flags. If updated when spawned, the ownership permission changes are synchronized with the other connected clients. (#2863) - Added distributed authority mode specific `NetworkObject.RemoveOwnershipStatus` method that removes one or more `NetworkObject` instance's ownership flags. If updated when spawned, the ownership permission changes are synchronized with the other connected clients. (#2863) - Added distributed authority mode specific `NetworkObject.HasOwnershipStatus` method that will return (true or false) whether one or more ownership flags is set. (#2863) - Added distributed authority mode specific `NetworkObject.SetOwnershipLock` method that locks ownership of a `NetworkObject` to prevent ownership from changing until the current owner releases the lock. (#2863) - Added distributed authority mode specific `NetworkObject.RequestOwnership` method that sends an ownership request to the current owner of a spawned `NetworkObject` instance. (#2863) - Added distributed authority mode specific `NetworkObject.OnOwnershipRequested` callback handler that is invoked on the owner/authoritative side when a non-owner requests ownership. Depending upon the boolean returned value depends upon whether the request is approved or denied. (#2863) - Added distributed authority mode specific `NetworkObject.OnOwnershipRequestResponse` callback handler that is invoked when a non-owner's request has been processed. This callback includes a `NetworkObjet.OwnershipRequestResponseStatus` response parameter that describes whether the request was approved or the reason why it was not approved. (#2863) - Added distributed authority mode specific `NetworkObject.DeferDespawn` method that defers the despawning of `NetworkObject` instances on non-authoritative clients based on the tick offset parameter. (#2863) - Added distributed authority mode specific `NetworkObject.OnDeferredDespawnComplete` callback handler that can be used to further control when deferring the despawning of a `NetworkObject` on non-authoritative instances. (#2863) - Added `NetworkClient.SessionModeType` as one way to determine the current session mode of the network session a client is connected to. (#2863) - Added distributed authority mode specific `NetworkClient.IsSessionOwner` property to determine if the current local client is the current session owner of a distributed authority session. (#2863) - Added distributed authority mode specific client side spawning capabilities. When running in distributed authority mode, clients can instantiate and spawn `NetworkObject` instances (the local client is authomatically the owner of the spawned object). (#2863) - This is useful to better visually synchronize owner authoritative motion models and newly spawned `NetworkObject` instances (i.e. projectiles for example). - Added distributed authority mode specific client side player spawning capabilities. Clients will automatically spawn their associated player object locally. (#2863) - Added distributed authority mode specific `NetworkConfig.AutoSpawnPlayerPrefabClientSide` property (default is true) to provide control over the automatic spawning of player prefabs on the local client side. (#2863) - Added distributed authority mode specific `NetworkManager.OnFetchLocalPlayerPrefabToSpawn` callback that, when assigned, will allow the local client to provide the player prefab to be spawned for the local client. (#2863) - This is only invoked if the `NetworkConfig.AutoSpawnPlayerPrefabClientSide` property is set to true. - Added distributed authority mode specific `NetworkBehaviour.HasAuthority` property that determines if the local client has authority over the associated `NetworkObject` instance (typical use case is within a `NetworkBehaviour` script much like that of `IsServer` or `IsClient`). (#2863) - Added distributed authority mode specific `NetworkBehaviour.IsSessionOwner` property that determines if the local client is the session owner (typical use case would be to determine if the local client can has scene management authority within a `NetworkBehaviour` script). (#2863) - Added support for distributed authority mode scene management where the currently assigned session owner can start scene events (i.e. scene loading and scene unloading). (#2863) ### Fixed - Fixed issue where the host was not invoking `OnClientDisconnectCallback` for its own local client when internally shutting down. (#2822) - Fixed issue where NetworkTransform could potentially attempt to "unregister" a named message prior to it being registered. (#2807) - Fixed issue where in-scene placed `NetworkObject`s with complex nested children `NetworkObject`s (more than one child in depth) would not synchronize properly if WorldPositionStays was set to true. (#2796) ### Changed - Changed client side awareness of other clients is now the same as a server or host. (#2863) - Changed `NetworkManager.ConnectedClients` can now be accessed by both server and clients. (#2863) - Changed `NetworkManager.ConnectedClientsList` can now be accessed by both server and clients. (#2863) - Changed `NetworkTransform` defaults to owner authoritative when connected to a distributed authority session. (#2863) - Changed `NetworkVariable` defaults to owner write and everyone read permissions when connected to a distributed authority session (even if declared with server read or write permissions). (#2863) - Changed `NetworkObject` no longer implements the `MonoBehaviour.Update` method in order to determine whether a `NetworkObject` instance has been migrated to a different scene. Instead, only `NetworkObjects` with the `SceneMigrationSynchronization` property set will be updated internally during the `NetworkUpdateStage.PostLateUpdate` by `NetworkManager`. (#2863) - Changed `NetworkManager` inspector view layout where properties are now organized by category. (#2863) - Changed `NetworkTransform` to now use `NetworkTransformMessage` as opposed to named messages for NetworkTransformState updates. (#2810) - Changed `CustomMessageManager` so it no longer attempts to register or "unregister" a null or empty string and will log an error if this condition occurs. (#2807)
This commit is contained in:
8
Components/Messages.meta
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8
Components/Messages.meta
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@@ -0,0 +1,8 @@
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fileFormatVersion: 2
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guid: a9db1d18fa0117f4da5e8e65386b894a
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folderAsset: yes
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DefaultImporter:
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externalObjects: {}
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userData:
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assetBundleName:
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assetBundleVariant:
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205
Components/Messages/NetworkTransformMessage.cs
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205
Components/Messages/NetworkTransformMessage.cs
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@@ -0,0 +1,205 @@
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using Unity.Netcode.Components;
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using UnityEngine;
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namespace Unity.Netcode
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{
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/// <summary>
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/// NetworkTransform State Update Message
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/// </summary>
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internal struct NetworkTransformMessage : INetworkMessage
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{
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public int Version => 0;
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public ulong NetworkObjectId;
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public int NetworkBehaviourId;
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// This is only used when serializing but not serialized
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public bool DistributedAuthorityMode;
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// Might get removed
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public ulong[] TargetIds;
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private int GetTargetIdLength()
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{
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if (TargetIds != null)
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{
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return TargetIds.Length;
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}
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return 0;
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}
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public NetworkTransform.NetworkTransformState State;
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private NetworkTransform m_ReceiverNetworkTransform;
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private FastBufferReader m_CurrentReader;
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private unsafe void CopyPayload(ref FastBufferWriter writer)
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{
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writer.WriteBytesSafe(m_CurrentReader.GetUnsafePtrAtCurrentPosition(), m_CurrentReader.Length - m_CurrentReader.Position);
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}
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public void Serialize(FastBufferWriter writer, int targetVersion)
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{
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if (m_CurrentReader.IsInitialized)
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{
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CopyPayload(ref writer);
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}
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else
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{
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BytePacker.WriteValueBitPacked(writer, NetworkObjectId);
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BytePacker.WriteValueBitPacked(writer, NetworkBehaviourId);
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writer.WriteNetworkSerializable(State);
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if (DistributedAuthorityMode)
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{
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var length = GetTargetIdLength();
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BytePacker.WriteValuePacked(writer, length);
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// If no target ids, then just exit early (DAHost specific)
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if (length == 0)
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{
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return;
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}
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foreach (var target in TargetIds)
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{
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BytePacker.WriteValuePacked(writer, target);
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}
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}
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}
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}
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public bool Deserialize(FastBufferReader reader, ref NetworkContext context, int receivedMessageVersion)
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{
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var networkManager = context.SystemOwner as NetworkManager;
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if (networkManager == null)
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{
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Debug.LogError($"[{nameof(NetworkTransformMessage)}] System owner context was not of type {nameof(NetworkManager)}!");
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return false;
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}
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var currentPosition = reader.Position;
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ByteUnpacker.ReadValueBitPacked(reader, out NetworkObjectId);
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var isSpawnedLocally = networkManager.SpawnManager.SpawnedObjects.ContainsKey(NetworkObjectId);
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// Only defer if the NetworkObject is not spawned yet and the local NetworkManager is not running as a DAHost.
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if (!isSpawnedLocally && !networkManager.DAHost)
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{
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networkManager.DeferredMessageManager.DeferMessage(IDeferredNetworkMessageManager.TriggerType.OnSpawn, NetworkObjectId, reader, ref context);
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return false;
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}
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// While the below check and assignment might seem out of place, this is specific to running in DAHost mode when a NetworkObject is
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// hidden from the DAHost but is visible to other clients. Since the DAHost needs to forward updates to the clients, we ignore processing
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// this message locally
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var networkObject = (NetworkObject)null;
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var isServerAuthoritative = false;
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var ownerAuthoritativeServerSide = false;
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// Get the behaviour index
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ByteUnpacker.ReadValueBitPacked(reader, out NetworkBehaviourId);
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// Deserialize the state
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reader.ReadNetworkSerializableInPlace(ref State);
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if (networkManager.DistributedAuthorityMode)
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{
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var targetCount = 0;
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ByteUnpacker.ReadValueBitPacked(reader, out targetCount);
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if (targetCount > 0)
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{
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TargetIds = new ulong[targetCount];
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}
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var targetId = (ulong)0;
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for (int i = 0; i < targetCount; i++)
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{
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ByteUnpacker.ReadValueBitPacked(reader, out targetId);
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TargetIds[i] = targetId;
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}
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}
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if (isSpawnedLocally)
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{
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networkObject = networkManager.SpawnManager.SpawnedObjects[NetworkObjectId];
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// Get the target NetworkTransform
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m_ReceiverNetworkTransform = networkObject.ChildNetworkBehaviours[NetworkBehaviourId] as NetworkTransform;
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isServerAuthoritative = m_ReceiverNetworkTransform.IsServerAuthoritative();
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ownerAuthoritativeServerSide = !isServerAuthoritative && networkManager.IsServer;
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}
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else
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{
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// If we are the DAHost and the NetworkObject is hidden from the host we still need to forward this message
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ownerAuthoritativeServerSide = networkManager.DAHost && !isSpawnedLocally;
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}
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if (ownerAuthoritativeServerSide)
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{
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var ownerClientId = (ulong)0;
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if (networkObject != null)
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{
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ownerClientId = networkObject.OwnerClientId;
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if (ownerClientId == NetworkManager.ServerClientId)
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{
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// Ownership must have changed, ignore any additional pending messages that might have
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// come from a previous owner client.
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return true;
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}
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}
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else if (networkManager.DAHost)
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{
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// Specific to distributed authority mode, the only sender of state updates will be the owner
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ownerClientId = context.SenderId;
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}
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var networkDelivery = State.IsReliableStateUpdate() ? NetworkDelivery.ReliableSequenced : NetworkDelivery.UnreliableSequenced;
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// Forward the state update if there are any remote clients to foward it to
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if (networkManager.ConnectionManager.ConnectedClientsList.Count > (networkManager.IsHost ? 2 : 1))
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{
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var clientCount = networkManager.DistributedAuthorityMode ? GetTargetIdLength() : networkManager.ConnectionManager.ConnectedClientsList.Count;
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if (clientCount == 0)
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{
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return true;
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}
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// This is only to copy the existing and already serialized struct for forwarding purposes only.
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// This will not include any changes made to this struct at this particular stage of processing the message.
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var currentMessage = this;
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// Create a new reader that replicates this message
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currentMessage.m_CurrentReader = new FastBufferReader(reader, Collections.Allocator.None);
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// Rewind the new reader to the beginning of the message's payload
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currentMessage.m_CurrentReader.Seek(currentPosition);
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// Forward the message to all connected clients that are observers of the associated NetworkObject
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for (int i = 0; i < clientCount; i++)
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{
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var clientId = networkManager.DistributedAuthorityMode ? TargetIds[i] : networkManager.ConnectionManager.ConnectedClientsList[i].ClientId;
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if (NetworkManager.ServerClientId == clientId || (!isServerAuthoritative && clientId == ownerClientId) ||
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(!networkManager.DistributedAuthorityMode && !networkObject.Observers.Contains(clientId)))
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{
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continue;
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}
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networkManager.MessageManager.SendMessage(ref currentMessage, networkDelivery, clientId);
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}
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// Dispose of the reader used for forwarding
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currentMessage.m_CurrentReader.Dispose();
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}
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}
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return true;
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}
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public void Handle(ref NetworkContext context)
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{
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var networkManager = context.SystemOwner as NetworkManager;
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// Only if the local NetworkManager instance is running as the DAHost we just exit if there is no local
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// NetworkTransform component to apply the state update to (i.e. it is hidden from the DAHost and it
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// just forwarded the state update to any other connected client)
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if (networkManager.DAHost && m_ReceiverNetworkTransform == null)
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{
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return;
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}
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if (m_ReceiverNetworkTransform == null)
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{
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Debug.LogError($"[{nameof(NetworkTransformMessage)}][Dropped] Reciever {nameof(NetworkTransform)} was not set!");
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return;
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}
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m_ReceiverNetworkTransform.TransformStateUpdate(ref State, context.SenderId);
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}
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}
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}
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11
Components/Messages/NetworkTransformMessage.cs.meta
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11
Components/Messages/NetworkTransformMessage.cs.meta
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@@ -0,0 +1,11 @@
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fileFormatVersion: 2
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guid: dcfc8ac43fef97e42adb19b998d70c37
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MonoImporter:
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externalObjects: {}
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serializedVersion: 2
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defaultReferences: []
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executionOrder: 0
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icon: {instanceID: 0}
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userData:
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assetBundleName:
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assetBundleVariant:
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@@ -25,26 +25,48 @@ namespace Unity.Netcode.Components
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{
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foreach (var animationUpdate in m_SendAnimationUpdates)
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{
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m_NetworkAnimator.SendAnimStateClientRpc(animationUpdate.AnimationMessage, animationUpdate.ClientRpcParams);
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if (m_NetworkAnimator.NetworkManager.DistributedAuthorityMode)
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{
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m_NetworkAnimator.SendAnimStateRpc(animationUpdate.AnimationMessage);
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}
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else
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{
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m_NetworkAnimator.SendAnimStateClientRpc(animationUpdate.AnimationMessage, animationUpdate.ClientRpcParams);
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}
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}
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m_SendAnimationUpdates.Clear();
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foreach (var sendEntry in m_SendParameterUpdates)
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{
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m_NetworkAnimator.SendParametersUpdateClientRpc(sendEntry.ParametersUpdateMessage, sendEntry.ClientRpcParams);
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if (m_NetworkAnimator.NetworkManager.DistributedAuthorityMode)
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{
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m_NetworkAnimator.SendParametersUpdateRpc(sendEntry.ParametersUpdateMessage);
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}
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else
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{
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m_NetworkAnimator.SendParametersUpdateClientRpc(sendEntry.ParametersUpdateMessage, sendEntry.ClientRpcParams);
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}
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}
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m_SendParameterUpdates.Clear();
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foreach (var sendEntry in m_SendTriggerUpdates)
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{
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if (!sendEntry.SendToServer)
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if (m_NetworkAnimator.NetworkManager.DistributedAuthorityMode)
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{
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m_NetworkAnimator.SendAnimTriggerClientRpc(sendEntry.AnimationTriggerMessage, sendEntry.ClientRpcParams);
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m_NetworkAnimator.SendAnimTriggerRpc(sendEntry.AnimationTriggerMessage);
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}
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else
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{
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m_NetworkAnimator.SendAnimTriggerServerRpc(sendEntry.AnimationTriggerMessage);
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if (!sendEntry.SendToServer)
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{
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m_NetworkAnimator.SendAnimTriggerClientRpc(sendEntry.AnimationTriggerMessage, sendEntry.ClientRpcParams);
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}
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else
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{
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m_NetworkAnimator.SendAnimTriggerServerRpc(sendEntry.AnimationTriggerMessage);
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}
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}
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}
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m_SendTriggerUpdates.Clear();
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@@ -652,17 +674,14 @@ namespace Unity.Netcode.Components
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NetworkLog.LogWarningServer($"[{gameObject.name}][{nameof(NetworkAnimator)}] {nameof(Animator)} is not assigned! Animation synchronization will not work for this instance!");
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}
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if (IsServer)
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m_ClientSendList = new List<ulong>(128);
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m_ClientRpcParams = new ClientRpcParams
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{
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m_ClientSendList = new List<ulong>(128);
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m_ClientRpcParams = new ClientRpcParams
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Send = new ClientRpcSendParams
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{
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Send = new ClientRpcSendParams
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{
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TargetClientIds = m_ClientSendList
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}
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};
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}
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TargetClientIds = m_ClientSendList
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}
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};
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// Create a handler for state changes
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m_NetworkAnimatorStateChangeHandler = new NetworkAnimatorStateChangeHandler(this);
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@@ -908,6 +927,11 @@ namespace Unity.Netcode.Components
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// Send an AnimationMessage only if there are dirty AnimationStates to send
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if (m_AnimationMessage.IsDirtyCount > 0)
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{
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if (NetworkManager.DistributedAuthorityMode)
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{
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SendAnimStateRpc(m_AnimationMessage);
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}
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else
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if (!IsServer && IsOwner)
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{
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SendAnimStateServerRpc(m_AnimationMessage);
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@@ -932,20 +956,33 @@ namespace Unity.Netcode.Components
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{
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Parameters = m_ParameterWriter.ToArray()
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};
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if (!IsServer)
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if (NetworkManager.DistributedAuthorityMode)
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{
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SendParametersUpdateServerRpc(parametersMessage);
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}
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else
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{
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if (sendDirect)
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if (IsOwner)
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{
|
||||
SendParametersUpdateClientRpc(parametersMessage, clientRpcParams);
|
||||
SendParametersUpdateRpc(parametersMessage);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_NetworkAnimatorStateChangeHandler.SendParameterUpdate(parametersMessage, clientRpcParams);
|
||||
Debug.LogError($"[{name}][Client-{NetworkManager.LocalClientId}] Attempting to send parameter updates but not the owner!");
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (!IsServer)
|
||||
{
|
||||
SendParametersUpdateServerRpc(parametersMessage);
|
||||
}
|
||||
else
|
||||
{
|
||||
if (sendDirect)
|
||||
{
|
||||
SendParametersUpdateClientRpc(parametersMessage, clientRpcParams);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_NetworkAnimatorStateChangeHandler.SendParameterUpdate(parametersMessage, clientRpcParams);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -1225,10 +1262,19 @@ namespace Unity.Netcode.Components
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Updates the client's animator's parameters
|
||||
/// Distributed Authority: Updates the client's animator's parameters
|
||||
/// </summary>
|
||||
[Rpc(SendTo.NotAuthority)]
|
||||
internal void SendParametersUpdateRpc(ParametersUpdateMessage parametersUpdate)
|
||||
{
|
||||
m_NetworkAnimatorStateChangeHandler.ProcessParameterUpdate(parametersUpdate);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Client-Server: Updates the client's animator's parameters
|
||||
/// </summary>
|
||||
[ClientRpc]
|
||||
internal unsafe void SendParametersUpdateClientRpc(ParametersUpdateMessage parametersUpdate, ClientRpcParams clientRpcParams = default)
|
||||
internal void SendParametersUpdateClientRpc(ParametersUpdateMessage parametersUpdate, ClientRpcParams clientRpcParams = default)
|
||||
{
|
||||
var isServerAuthoritative = IsServerAuthoritative();
|
||||
if (!isServerAuthoritative && !IsOwner || isServerAuthoritative)
|
||||
@@ -1242,7 +1288,7 @@ namespace Unity.Netcode.Components
|
||||
/// The server sets its local state and then forwards the message to the remaining clients
|
||||
/// </summary>
|
||||
[ServerRpc]
|
||||
private unsafe void SendAnimStateServerRpc(AnimationMessage animationMessage, ServerRpcParams serverRpcParams = default)
|
||||
private void SendAnimStateServerRpc(AnimationMessage animationMessage, ServerRpcParams serverRpcParams = default)
|
||||
{
|
||||
if (IsServerAuthoritative())
|
||||
{
|
||||
@@ -1273,26 +1319,44 @@ namespace Unity.Netcode.Components
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Internally-called RPC client receiving function to update some animation state on a client
|
||||
/// Client-Server: Internally-called RPC client-side receiving function to update animation states
|
||||
/// </summary>
|
||||
[ClientRpc]
|
||||
internal unsafe void SendAnimStateClientRpc(AnimationMessage animationMessage, ClientRpcParams clientRpcParams = default)
|
||||
internal void SendAnimStateClientRpc(AnimationMessage animationMessage, ClientRpcParams clientRpcParams = default)
|
||||
{
|
||||
// This should never happen
|
||||
if (IsHost)
|
||||
ProcessAnimStates(animationMessage);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Distributed Authority: Internally-called RPC non-authority receiving function to update animation states
|
||||
/// </summary>
|
||||
[Rpc(SendTo.NotAuthority)]
|
||||
internal void SendAnimStateRpc(AnimationMessage animationMessage)
|
||||
{
|
||||
ProcessAnimStates(animationMessage);
|
||||
}
|
||||
|
||||
private void ProcessAnimStates(AnimationMessage animationMessage)
|
||||
{
|
||||
if (HasAuthority)
|
||||
{
|
||||
if (NetworkManager.LogLevel == LogLevel.Developer)
|
||||
{
|
||||
NetworkLog.LogWarning("Detected the Host is sending itself animation updates! Please report this issue.");
|
||||
var hostOrOwner = NetworkManager.DistributedAuthorityMode ? "Owner" : "Host";
|
||||
var clientServerOrDAMode = NetworkManager.DistributedAuthorityMode ? "distributed authority" : "client-server";
|
||||
NetworkLog.LogWarning($"Detected the {hostOrOwner} is sending itself animation updates in {clientServerOrDAMode} mode! Please report this issue.");
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
foreach (var animationState in animationMessage.AnimationStates)
|
||||
{
|
||||
UpdateAnimationState(animationState);
|
||||
}
|
||||
}
|
||||
|
||||
|
||||
|
||||
/// <summary>
|
||||
/// Server-side trigger state update request
|
||||
/// The server sets its local state and then forwards the message to the remaining clients
|
||||
@@ -1337,7 +1401,18 @@ namespace Unity.Netcode.Components
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Internally-called RPC client receiving function to update a trigger when the server wants to forward
|
||||
/// Distributed Authority: Internally-called RPC client receiving function to update a trigger when the server wants to forward
|
||||
/// a trigger for a client to play / reset
|
||||
/// </summary>
|
||||
/// <param name="animationTriggerMessage">the payload containing the trigger data to apply</param>
|
||||
[Rpc(SendTo.NotAuthority)]
|
||||
internal void SendAnimTriggerRpc(AnimationTriggerMessage animationTriggerMessage)
|
||||
{
|
||||
InternalSetTrigger(animationTriggerMessage.Hash, animationTriggerMessage.IsTriggerSet);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Client Server: Internally-called RPC client receiving function to update a trigger when the server wants to forward
|
||||
/// a trigger for a client to play / reset
|
||||
/// </summary>
|
||||
/// <param name="animationTriggerMessage">the payload containing the trigger data to apply</param>
|
||||
@@ -1362,15 +1437,26 @@ namespace Unity.Netcode.Components
|
||||
/// <param name="setTrigger">sets (true) or resets (false) the trigger. The default is to set it (true).</param>
|
||||
public void SetTrigger(int hash, bool setTrigger = true)
|
||||
{
|
||||
if (!IsSpawned)
|
||||
{
|
||||
NetworkLog.LogError($"[{gameObject.name}] Cannot set a synchronized trigger when the {nameof(NetworkObject)} is not spawned!");
|
||||
return;
|
||||
}
|
||||
|
||||
// MTT-3564:
|
||||
// After fixing the issue with trigger controlled Transitions being synchronized twice,
|
||||
// it exposed additional issues with this logic. Now, either the owner or the server can
|
||||
// update triggers. Since server-side RPCs are immediately invoked, for a host a trigger
|
||||
// will happen when SendAnimTriggerClientRpc is called. For a client owner, we call the
|
||||
// SendAnimTriggerServerRpc and then trigger locally when running in owner authority mode.
|
||||
if (IsOwner || IsServer)
|
||||
var animTriggerMessage = new AnimationTriggerMessage() { Hash = hash, IsTriggerSet = setTrigger };
|
||||
if (NetworkManager.DistributedAuthorityMode && HasAuthority)
|
||||
{
|
||||
m_NetworkAnimatorStateChangeHandler.QueueTriggerUpdateToClient(animTriggerMessage);
|
||||
InternalSetTrigger(hash, setTrigger);
|
||||
}
|
||||
else if (!NetworkManager.DistributedAuthorityMode && (IsOwner || IsServer))
|
||||
{
|
||||
var animTriggerMessage = new AnimationTriggerMessage() { Hash = hash, IsTriggerSet = setTrigger };
|
||||
if (IsServer)
|
||||
{
|
||||
/// <see cref="UpdatePendingTriggerStates"/> as to why we queue
|
||||
|
||||
535
Components/NetworkRigidBodyBase.cs
Normal file
535
Components/NetworkRigidBodyBase.cs
Normal file
@@ -0,0 +1,535 @@
|
||||
#if COM_UNITY_MODULES_PHYSICS
|
||||
using System.Runtime.CompilerServices;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode.Components
|
||||
{
|
||||
/// <summary>
|
||||
/// NetworkRigidbodyBase is a unified <see cref="Rigidbody"/> and <see cref="Rigidbody2D"/> integration that helps to synchronize physics motion, collision, and interpolation
|
||||
/// when used with a <see cref="NetworkTransform"/>.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// For a customizable netcode Rigidbody, create your own component from this class and use <see cref="Initialize(RigidbodyTypes, NetworkTransform, Rigidbody2D, Rigidbody)"/>
|
||||
/// during instantiation (i.e. invoked from within the Awake method). You can re-initialize after having initialized but only when the <see cref="NetworkObject"/> is not spawned.
|
||||
/// </remarks>
|
||||
public abstract class NetworkRigidbodyBase : NetworkBehaviour
|
||||
{
|
||||
/// <summary>
|
||||
/// When enabled, the associated <see cref="NetworkTransform"/> will use the Rigidbody/Rigidbody2D to apply and synchronize changes in position, rotation, and
|
||||
/// allows for the use of Rigidbody interpolation/extrapolation.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// If <see cref="NetworkTransform.Interpolate"/> is enabled, non-authoritative instances can only use Rigidbody interpolation. If a network prefab is set to
|
||||
/// extrapolation and <see cref="NetworkTransform.Interpolate"/> is enabled, then non-authoritative instances will automatically be adjusted to use Rigidbody
|
||||
/// interpolation while the authoritative instance will still use extrapolation.
|
||||
/// </remarks>
|
||||
public bool UseRigidBodyForMotion;
|
||||
|
||||
/// <summary>
|
||||
/// When enabled (default), automatically set the Kinematic state of the Rigidbody based on ownership.
|
||||
/// When disabled, Kinematic state needs to be set by external script(s).
|
||||
/// </summary>
|
||||
public bool AutoUpdateKinematicState = true;
|
||||
|
||||
/// <summary>
|
||||
/// Primarily applies to the <see cref="AutoUpdateKinematicState"/> property when disabled but you still want
|
||||
/// the Rigidbody to be automatically set to Kinematic when despawned.
|
||||
/// </summary>
|
||||
public bool AutoSetKinematicOnDespawn = true;
|
||||
|
||||
// Determines if this is a Rigidbody or Rigidbody2D implementation
|
||||
private bool m_IsRigidbody2D => RigidbodyType == RigidbodyTypes.Rigidbody2D;
|
||||
// Used to cache the authority state of this Rigidbody during the last frame
|
||||
private bool m_IsAuthority;
|
||||
private Rigidbody m_Rigidbody;
|
||||
private Rigidbody2D m_Rigidbody2D;
|
||||
private NetworkTransform m_NetworkTransform;
|
||||
private enum InterpolationTypes
|
||||
{
|
||||
None,
|
||||
Interpolate,
|
||||
Extrapolate
|
||||
}
|
||||
private InterpolationTypes m_OriginalInterpolation;
|
||||
|
||||
/// <summary>
|
||||
/// Used to define the type of Rigidbody implemented.
|
||||
/// <see cref=""/>
|
||||
/// </summary>
|
||||
public enum RigidbodyTypes
|
||||
{
|
||||
Rigidbody,
|
||||
Rigidbody2D,
|
||||
}
|
||||
|
||||
public RigidbodyTypes RigidbodyType { get; private set; }
|
||||
|
||||
/// <summary>
|
||||
/// Initializes the networked Rigidbody based on the <see cref="RigidbodyTypes"/>
|
||||
/// passed in as a parameter.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Cannot be initialized while the associated <see cref="NetworkObject"/> is spawned.
|
||||
/// </remarks>
|
||||
/// <param name="rigidbodyType">type of rigid body being initialized</param>
|
||||
/// <param name="rigidbody2D">(optional) The <see cref="Rigidbody2D"/> to be used</param>
|
||||
/// <param name="rigidbody">(optional) The <see cref="Rigidbody"/> to be used</param>
|
||||
protected void Initialize(RigidbodyTypes rigidbodyType, NetworkTransform networkTransform = null, Rigidbody2D rigidbody2D = null, Rigidbody rigidbody = null)
|
||||
{
|
||||
// Don't initialize if already spawned
|
||||
if (IsSpawned)
|
||||
{
|
||||
Debug.LogError($"[{name}] Attempting to initialize while spawned is not allowed.");
|
||||
return;
|
||||
}
|
||||
RigidbodyType = rigidbodyType;
|
||||
m_Rigidbody2D = rigidbody2D;
|
||||
m_Rigidbody = rigidbody;
|
||||
m_NetworkTransform = networkTransform;
|
||||
|
||||
if (m_IsRigidbody2D && m_Rigidbody2D == null)
|
||||
{
|
||||
m_Rigidbody2D = GetComponent<Rigidbody2D>();
|
||||
|
||||
}
|
||||
else if (m_Rigidbody == null)
|
||||
{
|
||||
m_Rigidbody = GetComponent<Rigidbody>();
|
||||
}
|
||||
|
||||
SetOriginalInterpolation();
|
||||
|
||||
if (m_NetworkTransform == null)
|
||||
{
|
||||
m_NetworkTransform = GetComponent<NetworkTransform>();
|
||||
}
|
||||
|
||||
if (m_NetworkTransform != null)
|
||||
{
|
||||
m_NetworkTransform.RegisterRigidbody(this);
|
||||
}
|
||||
else
|
||||
{
|
||||
throw new System.Exception($"[Missing {nameof(NetworkTransform)}] No {nameof(NetworkTransform)} is assigned or can be found during initialization!");
|
||||
}
|
||||
|
||||
if (AutoUpdateKinematicState)
|
||||
{
|
||||
SetIsKinematic(true);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the position of the Rigidbody
|
||||
/// </summary>
|
||||
/// <returns><see cref="Vector3"/></returns>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public Vector3 GetPosition()
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
return m_Rigidbody2D.position;
|
||||
}
|
||||
else
|
||||
{
|
||||
return m_Rigidbody.position;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Gets the rotation of the Rigidbody
|
||||
/// </summary>
|
||||
/// <returns><see cref="Quaternion"/></returns>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public Quaternion GetRotation()
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
var quaternion = Quaternion.identity;
|
||||
var angles = quaternion.eulerAngles;
|
||||
angles.z = m_Rigidbody2D.rotation;
|
||||
quaternion.eulerAngles = angles;
|
||||
return quaternion;
|
||||
}
|
||||
else
|
||||
{
|
||||
return m_Rigidbody.rotation;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Moves the rigid body
|
||||
/// </summary>
|
||||
/// <param name="position">The <see cref="Vector3"/> position to move towards</param>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void MovePosition(Vector3 position)
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
m_Rigidbody2D.MovePosition(position);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Rigidbody.MovePosition(position);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Directly applies a position (like teleporting)
|
||||
/// </summary>
|
||||
/// <param name="position"><see cref="Vector3"/> position to apply to the Rigidbody</param>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void SetPosition(Vector3 position)
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
m_Rigidbody2D.position = position;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Rigidbody.position = position;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Applies the rotation and position of the <see cref="GameObject"/>'s <see cref="Transform"/>
|
||||
/// </summary>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void ApplyCurrentTransform()
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
m_Rigidbody2D.position = transform.position;
|
||||
m_Rigidbody2D.rotation = transform.eulerAngles.z;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Rigidbody.position = transform.position;
|
||||
m_Rigidbody.rotation = transform.rotation;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Rotatates the Rigidbody towards a specified rotation
|
||||
/// </summary>
|
||||
/// <param name="rotation">The rotation expressed as a <see cref="Quaternion"/></param>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void MoveRotation(Quaternion rotation)
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
m_Rigidbody2D.MoveRotation(rotation);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Rigidbody.MoveRotation(rotation);
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Applies a rotation to the Rigidbody
|
||||
/// </summary>
|
||||
/// <param name="rotation">The rotation to apply expressed as a <see cref="Quaternion"/></param>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void SetRotation(Quaternion rotation)
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
m_Rigidbody2D.rotation = rotation.eulerAngles.z;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Rigidbody.rotation = rotation;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the original interpolation of the Rigidbody while taking the Rigidbody type into consideration
|
||||
/// </summary>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private void SetOriginalInterpolation()
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
switch (m_Rigidbody2D.interpolation)
|
||||
{
|
||||
case RigidbodyInterpolation2D.None:
|
||||
{
|
||||
m_OriginalInterpolation = InterpolationTypes.None;
|
||||
break;
|
||||
}
|
||||
case RigidbodyInterpolation2D.Interpolate:
|
||||
{
|
||||
m_OriginalInterpolation = InterpolationTypes.Interpolate;
|
||||
break;
|
||||
}
|
||||
case RigidbodyInterpolation2D.Extrapolate:
|
||||
{
|
||||
m_OriginalInterpolation = InterpolationTypes.Extrapolate;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
switch (m_Rigidbody.interpolation)
|
||||
{
|
||||
case RigidbodyInterpolation.None:
|
||||
{
|
||||
m_OriginalInterpolation = InterpolationTypes.None;
|
||||
break;
|
||||
}
|
||||
case RigidbodyInterpolation.Interpolate:
|
||||
{
|
||||
m_OriginalInterpolation = InterpolationTypes.Interpolate;
|
||||
break;
|
||||
}
|
||||
case RigidbodyInterpolation.Extrapolate:
|
||||
{
|
||||
m_OriginalInterpolation = InterpolationTypes.Extrapolate;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Wakes the Rigidbody if it is sleeping
|
||||
/// </summary>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void WakeIfSleeping()
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
if (m_Rigidbody2D.IsSleeping())
|
||||
{
|
||||
m_Rigidbody2D.WakeUp();
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
if (m_Rigidbody.IsSleeping())
|
||||
{
|
||||
m_Rigidbody.WakeUp();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Puts the Rigidbody to sleep
|
||||
/// </summary>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void SleepRigidbody()
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
m_Rigidbody2D.Sleep();
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Rigidbody.Sleep();
|
||||
}
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public bool IsKinematic()
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
return m_Rigidbody2D.isKinematic;
|
||||
}
|
||||
else
|
||||
{
|
||||
return m_Rigidbody.isKinematic;
|
||||
}
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the kinematic state of the Rigidbody and handles updating the Rigidbody's
|
||||
/// interpolation setting based on the Kinematic state.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// When using the Rigidbody for <see cref="NetworkTransform"/> motion, this automatically
|
||||
/// adjusts from extrapolation to interpolation if:
|
||||
/// - The Rigidbody was originally set to extrapolation
|
||||
/// - The NetworkTransform is set to interpolate
|
||||
/// When the two above conditions are true:
|
||||
/// - When switching from non-kinematic to kinematic this will automatically
|
||||
/// switch the Rigidbody from extrapolation to interpolate.
|
||||
/// - When switching from kinematic to non-kinematic this will automatically
|
||||
/// switch the Rigidbody from interpolation back to extrapolation.
|
||||
/// </remarks>
|
||||
/// <param name="isKinematic"></param>
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void SetIsKinematic(bool isKinematic)
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
m_Rigidbody2D.isKinematic = isKinematic;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Rigidbody.isKinematic = isKinematic;
|
||||
}
|
||||
|
||||
// If we are not spawned, then exit early
|
||||
if (!IsSpawned)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
if (UseRigidBodyForMotion)
|
||||
{
|
||||
// Only if the NetworkTransform is set to interpolate do we need to check for extrapolation
|
||||
if (m_NetworkTransform.Interpolate && m_OriginalInterpolation == InterpolationTypes.Extrapolate)
|
||||
{
|
||||
if (IsKinematic())
|
||||
{
|
||||
// If not already set to interpolate then set the Rigidbody to interpolate
|
||||
if (m_Rigidbody.interpolation == RigidbodyInterpolation.Extrapolate)
|
||||
{
|
||||
// Sleep until the next fixed update when switching from extrapolation to interpolation
|
||||
SleepRigidbody();
|
||||
SetInterpolation(InterpolationTypes.Interpolate);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// Switch it back to the original interpolation if non-kinematic (doesn't require sleep).
|
||||
SetInterpolation(m_OriginalInterpolation);
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
SetInterpolation(m_IsAuthority ? m_OriginalInterpolation : (m_NetworkTransform.Interpolate ? InterpolationTypes.None : m_OriginalInterpolation));
|
||||
}
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
private void SetInterpolation(InterpolationTypes interpolationType)
|
||||
{
|
||||
switch (interpolationType)
|
||||
{
|
||||
case InterpolationTypes.None:
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
m_Rigidbody2D.interpolation = RigidbodyInterpolation2D.None;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Rigidbody.interpolation = RigidbodyInterpolation.None;
|
||||
}
|
||||
break;
|
||||
}
|
||||
case InterpolationTypes.Interpolate:
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
m_Rigidbody2D.interpolation = RigidbodyInterpolation2D.Interpolate;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Rigidbody.interpolation = RigidbodyInterpolation.Interpolate;
|
||||
}
|
||||
break;
|
||||
}
|
||||
case InterpolationTypes.Extrapolate:
|
||||
{
|
||||
if (m_IsRigidbody2D)
|
||||
{
|
||||
m_Rigidbody2D.interpolation = RigidbodyInterpolation2D.Extrapolate;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_Rigidbody.interpolation = RigidbodyInterpolation.Extrapolate;
|
||||
}
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
[MethodImpl(MethodImplOptions.AggressiveInlining)]
|
||||
public void ResetInterpolation()
|
||||
{
|
||||
SetInterpolation(m_OriginalInterpolation);
|
||||
}
|
||||
|
||||
protected override void OnOwnershipChanged(ulong previous, ulong current)
|
||||
{
|
||||
UpdateOwnershipAuthority();
|
||||
base.OnOwnershipChanged(previous, current);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the authority based on whether it is server or owner authoritative
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// Distributed authority sessions will always be owner authoritative.
|
||||
/// </remarks>
|
||||
internal void UpdateOwnershipAuthority()
|
||||
{
|
||||
if (NetworkManager.DistributedAuthorityMode)
|
||||
{
|
||||
// When in distributed authority mode, always use HasAuthority
|
||||
m_IsAuthority = HasAuthority;
|
||||
}
|
||||
else
|
||||
{
|
||||
if (m_NetworkTransform.IsServerAuthoritative())
|
||||
{
|
||||
m_IsAuthority = NetworkManager.IsServer;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_IsAuthority = IsOwner;
|
||||
}
|
||||
}
|
||||
|
||||
if (AutoUpdateKinematicState)
|
||||
{
|
||||
SetIsKinematic(!m_IsAuthority);
|
||||
}
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public override void OnNetworkSpawn()
|
||||
{
|
||||
UpdateOwnershipAuthority();
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public override void OnNetworkDespawn()
|
||||
{
|
||||
// If we are automatically handling the kinematic state...
|
||||
if (AutoUpdateKinematicState || AutoSetKinematicOnDespawn)
|
||||
{
|
||||
// Turn off physics for the rigid body until spawned, otherwise
|
||||
// non-owners can run fixed updates before the first full
|
||||
// NetworkTransform update and physics will be applied (i.e. gravity, etc)
|
||||
SetIsKinematic(true);
|
||||
}
|
||||
SetInterpolation(m_OriginalInterpolation);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// When <see cref="UseRigidBodyForMotion"/> is enabled, the <see cref="NetworkTransform"/> will update Kinematic instances using
|
||||
/// the Rigidbody's move methods allowing Rigidbody interpolation settings to be taken into consideration by the physics simulation.
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// This will update the associated <see cref="NetworkTransform"/> during FixedUpdate which also avoids the added expense of adding
|
||||
/// a FixedUpdate to all <see cref="NetworkTransform"/> instances where some might not be using a Rigidbody.
|
||||
/// </remarks>
|
||||
private void FixedUpdate()
|
||||
{
|
||||
if (!IsSpawned || m_NetworkTransform == null || !UseRigidBodyForMotion)
|
||||
{
|
||||
return;
|
||||
}
|
||||
m_NetworkTransform.OnFixedUpdate();
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif // COM_UNITY_MODULES_PHYSICS
|
||||
|
||||
11
Components/NetworkRigidBodyBase.cs.meta
Normal file
11
Components/NetworkRigidBodyBase.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
|
||||
guid: 8c4434f0563fb7f42b3b2993c97ae81a
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
@@ -7,96 +7,14 @@ namespace Unity.Netcode.Components
|
||||
/// NetworkRigidbody allows for the use of <see cref="Rigidbody"/> on network objects. By controlling the kinematic
|
||||
/// mode of the <see cref="Rigidbody"/> and disabling it on all peers but the authoritative one.
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(Rigidbody))]
|
||||
[RequireComponent(typeof(NetworkTransform))]
|
||||
[RequireComponent(typeof(Rigidbody))]
|
||||
[AddComponentMenu("Netcode/Network Rigidbody")]
|
||||
public class NetworkRigidbody : NetworkBehaviour
|
||||
public class NetworkRigidbody : NetworkRigidbodyBase
|
||||
{
|
||||
/// <summary>
|
||||
/// Determines if we are server (true) or owner (false) authoritative
|
||||
/// </summary>
|
||||
private bool m_IsServerAuthoritative;
|
||||
|
||||
private Rigidbody m_Rigidbody;
|
||||
private NetworkTransform m_NetworkTransform;
|
||||
private RigidbodyInterpolation m_OriginalInterpolation;
|
||||
|
||||
// Used to cache the authority state of this Rigidbody during the last frame
|
||||
private bool m_IsAuthority;
|
||||
|
||||
private void Awake()
|
||||
protected virtual void Awake()
|
||||
{
|
||||
m_NetworkTransform = GetComponent<NetworkTransform>();
|
||||
m_IsServerAuthoritative = m_NetworkTransform.IsServerAuthoritative();
|
||||
|
||||
m_Rigidbody = GetComponent<Rigidbody>();
|
||||
m_OriginalInterpolation = m_Rigidbody.interpolation;
|
||||
|
||||
// Set interpolation to none if NetworkTransform is handling interpolation, otherwise it sets it to the original value
|
||||
m_Rigidbody.interpolation = m_NetworkTransform.Interpolate ? RigidbodyInterpolation.None : m_OriginalInterpolation;
|
||||
|
||||
// Turn off physics for the rigid body until spawned, otherwise
|
||||
// clients can run fixed update before the first full
|
||||
// NetworkTransform update
|
||||
m_Rigidbody.isKinematic = true;
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// For owner authoritative (i.e. ClientNetworkTransform)
|
||||
/// we adjust our authority when we gain ownership
|
||||
/// </summary>
|
||||
public override void OnGainedOwnership()
|
||||
{
|
||||
UpdateOwnershipAuthority();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// For owner authoritative(i.e. ClientNetworkTransform)
|
||||
/// we adjust our authority when we have lost ownership
|
||||
/// </summary>
|
||||
public override void OnLostOwnership()
|
||||
{
|
||||
UpdateOwnershipAuthority();
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Sets the authority differently depending upon
|
||||
/// whether it is server or owner authoritative
|
||||
/// </summary>
|
||||
private void UpdateOwnershipAuthority()
|
||||
{
|
||||
if (m_IsServerAuthoritative)
|
||||
{
|
||||
m_IsAuthority = NetworkManager.IsServer;
|
||||
}
|
||||
else
|
||||
{
|
||||
m_IsAuthority = IsOwner;
|
||||
}
|
||||
|
||||
// If you have authority then you are not kinematic
|
||||
m_Rigidbody.isKinematic = !m_IsAuthority;
|
||||
|
||||
// Set interpolation of the Rigidbody based on authority
|
||||
// With authority: let local transform handle interpolation
|
||||
// Without authority: let the NetworkTransform handle interpolation
|
||||
m_Rigidbody.interpolation = m_IsAuthority ? m_OriginalInterpolation : RigidbodyInterpolation.None;
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public override void OnNetworkSpawn()
|
||||
{
|
||||
UpdateOwnershipAuthority();
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public override void OnNetworkDespawn()
|
||||
{
|
||||
m_Rigidbody.interpolation = m_OriginalInterpolation;
|
||||
// Turn off physics for the rigid body until spawned, otherwise
|
||||
// non-owners can run fixed updates before the first full
|
||||
// NetworkTransform update and physics will be applied (i.e. gravity, etc)
|
||||
m_Rigidbody.isKinematic = true;
|
||||
Initialize(RigidbodyTypes.Rigidbody);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
@@ -7,76 +7,14 @@ namespace Unity.Netcode.Components
|
||||
/// NetworkRigidbody allows for the use of <see cref="Rigidbody2D"/> on network objects. By controlling the kinematic
|
||||
/// mode of the rigidbody and disabling it on all peers but the authoritative one.
|
||||
/// </summary>
|
||||
[RequireComponent(typeof(Rigidbody2D))]
|
||||
[RequireComponent(typeof(NetworkTransform))]
|
||||
[RequireComponent(typeof(Rigidbody2D))]
|
||||
[AddComponentMenu("Netcode/Network Rigidbody 2D")]
|
||||
public class NetworkRigidbody2D : NetworkBehaviour
|
||||
public class NetworkRigidbody2D : NetworkRigidbodyBase
|
||||
{
|
||||
private Rigidbody2D m_Rigidbody;
|
||||
private NetworkTransform m_NetworkTransform;
|
||||
|
||||
private bool m_OriginalKinematic;
|
||||
private RigidbodyInterpolation2D m_OriginalInterpolation;
|
||||
|
||||
// Used to cache the authority state of this rigidbody during the last frame
|
||||
private bool m_IsAuthority;
|
||||
|
||||
/// <summary>
|
||||
/// Gets a bool value indicating whether this <see cref="NetworkRigidbody2D"/> on this peer currently holds authority.
|
||||
/// </summary>
|
||||
private bool HasAuthority => m_NetworkTransform.CanCommitToTransform;
|
||||
|
||||
private void Awake()
|
||||
protected virtual void Awake()
|
||||
{
|
||||
m_Rigidbody = GetComponent<Rigidbody2D>();
|
||||
m_NetworkTransform = GetComponent<NetworkTransform>();
|
||||
}
|
||||
|
||||
private void FixedUpdate()
|
||||
{
|
||||
if (IsSpawned)
|
||||
{
|
||||
if (HasAuthority != m_IsAuthority)
|
||||
{
|
||||
m_IsAuthority = HasAuthority;
|
||||
UpdateRigidbodyKinematicMode();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
// Puts the rigidbody in a kinematic non-interpolated mode on everyone but the server.
|
||||
private void UpdateRigidbodyKinematicMode()
|
||||
{
|
||||
if (m_IsAuthority == false)
|
||||
{
|
||||
m_OriginalKinematic = m_Rigidbody.isKinematic;
|
||||
m_Rigidbody.isKinematic = true;
|
||||
|
||||
m_OriginalInterpolation = m_Rigidbody.interpolation;
|
||||
// Set interpolation to none, the NetworkTransform component interpolates the position of the object.
|
||||
m_Rigidbody.interpolation = RigidbodyInterpolation2D.None;
|
||||
}
|
||||
else
|
||||
{
|
||||
// Resets the rigidbody back to it's non replication only state. Happens on shutdown and when authority is lost
|
||||
m_Rigidbody.isKinematic = m_OriginalKinematic;
|
||||
m_Rigidbody.interpolation = m_OriginalInterpolation;
|
||||
}
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public override void OnNetworkSpawn()
|
||||
{
|
||||
m_IsAuthority = HasAuthority;
|
||||
m_OriginalKinematic = m_Rigidbody.isKinematic;
|
||||
m_OriginalInterpolation = m_Rigidbody.interpolation;
|
||||
UpdateRigidbodyKinematicMode();
|
||||
}
|
||||
|
||||
/// <inheritdoc />
|
||||
public override void OnNetworkDespawn()
|
||||
{
|
||||
UpdateRigidbodyKinematicMode();
|
||||
Initialize(RigidbodyTypes.Rigidbody2D);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
File diff suppressed because it is too large
Load Diff
230
Components/RigidbodyContactEventManager.cs
Normal file
230
Components/RigidbodyContactEventManager.cs
Normal file
@@ -0,0 +1,230 @@
|
||||
#if COM_UNITY_MODULES_PHYSICS
|
||||
using System.Collections.Generic;
|
||||
using Unity.Collections;
|
||||
using Unity.Jobs;
|
||||
using UnityEngine;
|
||||
|
||||
namespace Unity.Netcode.Components
|
||||
{
|
||||
public interface IContactEventHandler
|
||||
{
|
||||
Rigidbody GetRigidbody();
|
||||
|
||||
void ContactEvent(ulong eventId, Vector3 averagedCollisionNormal, Rigidbody collidingBody, Vector3 contactPoint, bool hasCollisionStay = false, Vector3 averagedCollisionStayNormal = default);
|
||||
}
|
||||
|
||||
[AddComponentMenu("Netcode/Rigidbody Contact Event Manager")]
|
||||
public class RigidbodyContactEventManager : MonoBehaviour
|
||||
{
|
||||
public static RigidbodyContactEventManager Instance { get; private set; }
|
||||
|
||||
private struct JobResultStruct
|
||||
{
|
||||
public bool HasCollisionStay;
|
||||
public int ThisInstanceID;
|
||||
public int OtherInstanceID;
|
||||
public Vector3 AverageNormal;
|
||||
public Vector3 AverageCollisionStayNormal;
|
||||
public Vector3 ContactPoint;
|
||||
}
|
||||
|
||||
private NativeArray<JobResultStruct> m_ResultsArray;
|
||||
private int m_Count = 0;
|
||||
private JobHandle m_JobHandle;
|
||||
|
||||
private readonly Dictionary<int, Rigidbody> m_RigidbodyMapping = new Dictionary<int, Rigidbody>();
|
||||
private readonly Dictionary<int, IContactEventHandler> m_HandlerMapping = new Dictionary<int, IContactEventHandler>();
|
||||
|
||||
private void OnEnable()
|
||||
{
|
||||
m_ResultsArray = new NativeArray<JobResultStruct>(16, Allocator.Persistent);
|
||||
Physics.ContactEvent += Physics_ContactEvent;
|
||||
if (Instance != null)
|
||||
{
|
||||
NetworkLog.LogError($"[Invalid][Multiple Instances] Found more than one instance of {nameof(RigidbodyContactEventManager)}: {name} and {Instance.name}");
|
||||
NetworkLog.LogError($"[Disable][Additional Instance] Disabling {name} instance!");
|
||||
gameObject.SetActive(false);
|
||||
return;
|
||||
}
|
||||
Instance = this;
|
||||
}
|
||||
|
||||
public void RegisterHandler(IContactEventHandler contactEventHandler, bool register = true)
|
||||
{
|
||||
var rigidbody = contactEventHandler.GetRigidbody();
|
||||
var instanceId = rigidbody.GetInstanceID();
|
||||
if (register)
|
||||
{
|
||||
if (!m_RigidbodyMapping.ContainsKey(instanceId))
|
||||
{
|
||||
m_RigidbodyMapping.Add(instanceId, rigidbody);
|
||||
}
|
||||
|
||||
if (!m_HandlerMapping.ContainsKey(instanceId))
|
||||
{
|
||||
m_HandlerMapping.Add(instanceId, contactEventHandler);
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
m_RigidbodyMapping.Remove(instanceId);
|
||||
m_HandlerMapping.Remove(instanceId);
|
||||
}
|
||||
}
|
||||
|
||||
private void OnDisable()
|
||||
{
|
||||
m_JobHandle.Complete();
|
||||
m_ResultsArray.Dispose();
|
||||
|
||||
Physics.ContactEvent -= Physics_ContactEvent;
|
||||
|
||||
m_RigidbodyMapping.Clear();
|
||||
Instance = null;
|
||||
}
|
||||
|
||||
private bool m_HasCollisions;
|
||||
private int m_CurrentCount = 0;
|
||||
|
||||
private void ProcessCollisions()
|
||||
{
|
||||
// Process all collisions
|
||||
for (int i = 0; i < m_Count; i++)
|
||||
{
|
||||
var thisInstanceID = m_ResultsArray[i].ThisInstanceID;
|
||||
var otherInstanceID = m_ResultsArray[i].OtherInstanceID;
|
||||
var rb0Valid = thisInstanceID != 0 && m_RigidbodyMapping.ContainsKey(thisInstanceID);
|
||||
var rb1Valid = otherInstanceID != 0 && m_RigidbodyMapping.ContainsKey(otherInstanceID);
|
||||
// Only notify registered rigid bodies.
|
||||
if (!rb0Valid || !rb1Valid || !m_HandlerMapping.ContainsKey(thisInstanceID))
|
||||
{
|
||||
continue;
|
||||
}
|
||||
if (m_ResultsArray[i].HasCollisionStay)
|
||||
{
|
||||
m_HandlerMapping[thisInstanceID].ContactEvent(m_EventId, m_ResultsArray[i].AverageNormal, m_RigidbodyMapping[otherInstanceID], m_ResultsArray[i].ContactPoint, m_ResultsArray[i].HasCollisionStay, m_ResultsArray[i].AverageCollisionStayNormal);
|
||||
}
|
||||
else
|
||||
{
|
||||
m_HandlerMapping[thisInstanceID].ContactEvent(m_EventId, m_ResultsArray[i].AverageNormal, m_RigidbodyMapping[otherInstanceID], m_ResultsArray[i].ContactPoint);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
private void FixedUpdate()
|
||||
{
|
||||
// Only process new collisions
|
||||
if (!m_HasCollisions && m_CurrentCount == 0)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// This assures we won't process the same collision
|
||||
// set after it has been processed.
|
||||
if (m_HasCollisions)
|
||||
{
|
||||
m_CurrentCount = m_Count;
|
||||
m_HasCollisions = false;
|
||||
m_JobHandle.Complete();
|
||||
}
|
||||
ProcessCollisions();
|
||||
}
|
||||
|
||||
private void LateUpdate()
|
||||
{
|
||||
m_CurrentCount = 0;
|
||||
}
|
||||
|
||||
private ulong m_EventId;
|
||||
private void Physics_ContactEvent(PhysicsScene scene, NativeArray<ContactPairHeader>.ReadOnly pairHeaders)
|
||||
{
|
||||
m_EventId++;
|
||||
m_HasCollisions = true;
|
||||
int n = pairHeaders.Length;
|
||||
if (m_ResultsArray.Length < n)
|
||||
{
|
||||
m_ResultsArray.Dispose();
|
||||
m_ResultsArray = new NativeArray<JobResultStruct>(Mathf.NextPowerOfTwo(n), Allocator.Persistent);
|
||||
}
|
||||
m_Count = n;
|
||||
var job = new GetCollisionsJob()
|
||||
{
|
||||
PairedHeaders = pairHeaders,
|
||||
ResultsArray = m_ResultsArray
|
||||
};
|
||||
m_JobHandle = job.Schedule(n, 256);
|
||||
}
|
||||
|
||||
private struct GetCollisionsJob : IJobParallelFor
|
||||
{
|
||||
[ReadOnly]
|
||||
public NativeArray<ContactPairHeader>.ReadOnly PairedHeaders;
|
||||
|
||||
public NativeArray<JobResultStruct> ResultsArray;
|
||||
|
||||
public void Execute(int index)
|
||||
{
|
||||
Vector3 averageNormal = Vector3.zero;
|
||||
Vector3 averagePoint = Vector3.zero;
|
||||
Vector3 averageCollisionStay = Vector3.zero;
|
||||
int count = 0;
|
||||
int collisionStaycount = 0;
|
||||
int positionCount = 0;
|
||||
for (int j = 0; j < PairedHeaders[index].pairCount; j++)
|
||||
{
|
||||
ref readonly var pair = ref PairedHeaders[index].GetContactPair(j);
|
||||
|
||||
if (pair.isCollisionExit)
|
||||
{
|
||||
continue;
|
||||
}
|
||||
|
||||
for (int k = 0; k < pair.contactCount; k++)
|
||||
{
|
||||
ref readonly var contact = ref pair.GetContactPoint(k);
|
||||
averagePoint += contact.position;
|
||||
positionCount++;
|
||||
if (!pair.isCollisionStay)
|
||||
{
|
||||
averageNormal += contact.normal;
|
||||
count++;
|
||||
}
|
||||
else
|
||||
{
|
||||
averageCollisionStay += contact.normal;
|
||||
collisionStaycount++;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if (count != 0)
|
||||
{
|
||||
averageNormal /= count;
|
||||
}
|
||||
|
||||
if (collisionStaycount != 0)
|
||||
{
|
||||
averageCollisionStay /= collisionStaycount;
|
||||
}
|
||||
|
||||
if (positionCount != 0)
|
||||
{
|
||||
averagePoint /= positionCount;
|
||||
}
|
||||
|
||||
var result = new JobResultStruct()
|
||||
{
|
||||
ThisInstanceID = PairedHeaders[index].bodyInstanceID,
|
||||
OtherInstanceID = PairedHeaders[index].otherBodyInstanceID,
|
||||
AverageNormal = averageNormal,
|
||||
HasCollisionStay = collisionStaycount != 0,
|
||||
AverageCollisionStayNormal = averageCollisionStay,
|
||||
ContactPoint = averagePoint
|
||||
};
|
||||
|
||||
ResultsArray[index] = result;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
#endif
|
||||
11
Components/RigidbodyContactEventManager.cs.meta
Normal file
11
Components/RigidbodyContactEventManager.cs.meta
Normal file
@@ -0,0 +1,11 @@
|
||||
fileFormatVersion: 2
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||||
guid: 739e5cee846b6384988f9a47e4691836
|
||||
MonoImporter:
|
||||
externalObjects: {}
|
||||
serializedVersion: 2
|
||||
defaultReferences: []
|
||||
executionOrder: 0
|
||||
icon: {instanceID: 0}
|
||||
userData:
|
||||
assetBundleName:
|
||||
assetBundleVariant:
|
||||
Reference in New Issue
Block a user