com.unity.netcode.gameobjects@1.0.0-pre.5

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.5] - 2022-01-26

### Added

- Added `PreviousValue` in `NetworkListEvent`, when `Value` has changed (#1528)

### Changed

- NetworkManager's GameObject is no longer allowed to be nested under one or more GameObject(s).(#1484)
- NetworkManager DontDestroy property was removed and now NetworkManager always is migrated into the DontDestroyOnLoad scene. (#1484)

### Fixed

- Fixed network tick value sometimes being duplicated or skipped. (#1614)
- Fixed The ClientNetworkTransform sample script to allow for owner changes at runtime. (#1606)
This commit is contained in:
Unity Technologies
2022-01-26 00:00:00 +00:00
parent 36d07fad5e
commit 4818405514
17 changed files with 403 additions and 39 deletions

View File

@@ -114,6 +114,11 @@ namespace Unity.Netcode
{
double d = m_TimeSec / m_TickInterval;
m_CachedTick = (int)d;
// This check is needed due to double division imprecision of large numbers
if ((d - m_CachedTick) >= 0.999999999999)
{
m_CachedTick++;
}
m_CachedTickOffset = ((d - Math.Truncate(d)) * m_TickInterval);
// This handles negative time, decreases tick by 1 and makes offset positive.