com.unity.netcode.gameobjects@1.0.0

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] - 2022-06-27

### Changed

- Changed version to 1.0.0. (#2046)
This commit is contained in:
Unity Technologies
2022-06-27 00:00:00 +00:00
parent 0f7a30d285
commit 18ffd5fdc8
44 changed files with 2667 additions and 67 deletions

View File

@@ -126,6 +126,7 @@ namespace Unity.Netcode
/// Returns a list of all NetworkObjects that belong to a client.
/// </summary>
/// <param name="clientId">the client's id <see cref="NetworkManager.LocalClientId"/></param>
/// <returns>returns the list of <see cref="NetworkObject"/>s owned by the client</returns>
public List<NetworkObject> GetClientOwnedObjects(ulong clientId)
{
if (!OwnershipToObjectsTable.ContainsKey(clientId))
@@ -172,9 +173,11 @@ namespace Unity.Netcode
return GetPlayerNetworkObject(NetworkManager.LocalClientId);
}
/// <summary>
/// Returns the player object with a given clientId or null if one does not exist. This is only valid server side.
/// </summary>
/// <param name="clientId">the client identifier of the player</param>
/// <returns>The player object with a given clientId or null if one does not exist</returns>
public NetworkObject GetPlayerNetworkObject(ulong clientId)
{