com.unity.netcode.gameobjects@2.0.0
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). ## [2.0.0] - 2024-09-12 ### Added - Added tooltips for all of the `NetworkObject` component's properties. (#3052) - Added message size validation to named and unnamed message sending functions for better error messages. (#3049) - Added "Check for NetworkObject Component" property to the Multiplayer->Netcode for GameObjects project settings. When disabled, this will bypass the in-editor `NetworkObject` check on `NetworkBehaviour` components. (#3031) - Added `NetworkTransform.SwitchTransformSpaceWhenParented` property that, when enabled, will handle the world to local, local to world, and local to local transform space transitions when interpolation is enabled. (#3013) - Added `NetworkTransform.TickSyncChildren` that, when enabled, will tick synchronize nested and/or child `NetworkTransform` components to eliminate any potential visual jittering that could occur if the `NetworkTransform` instances get into a state where their state updates are landing on different network ticks. (#3013) - Added `NetworkObject.AllowOwnerToParent` property to provide the ability to allow clients to parent owned objects when running in a client-server network topology. (#3013) - Added `NetworkObject.SyncOwnerTransformWhenParented` property to provide a way to disable applying the server's transform information in the parenting message on the client owner instance which can be useful for owner authoritative motion models. (#3013) - Added `NetcodeEditorBase` editor helper class to provide easier modification and extension of the SDK's components. (#3013) ### Fixed - Fixed issue where `NetworkAnimator` would send updates to non-observer clients. (#3057) - Fixed issue where an exception could occur when receiving a universal RPC for a `NetworkObject` that has been despawned. (#3052) - Fixed issue where a NetworkObject hidden from a client that is then promoted to be session owner was not being synchronized with newly joining clients.(#3051) - Fixed issue where clients could have a wrong time delta on `NetworkVariableBase` which could prevent from sending delta state updates. (#3045) - Fixed issue where setting a prefab hash value during connection approval but not having a player prefab assigned could cause an exception when spawning a player. (#3042) - Fixed issue where the `NetworkSpawnManager.HandleNetworkObjectShow` could throw an exception if one of the `NetworkObject` components to show was destroyed during the same frame. (#3030) - Fixed issue where the `NetworkManagerHelper` was continuing to check for hierarchy changes when in play mode. (#3026) - Fixed issue with newly/late joined clients and `NetworkTransform` synchronization of parented `NetworkObject` instances. (#3013) - Fixed issue with smooth transitions between transform spaces when interpolation is enabled (requires `NetworkTransform.SwitchTransformSpaceWhenParented` to be enabled). (#3013) ### Changed - Changed `NetworkTransformEditor` now uses `NetworkTransform` as the base type class to assure it doesn't display a foldout group when using the base `NetworkTransform` component class. (#3052) - Changed `NetworkAnimator.Awake` is now a protected virtual method. (#3052) - Changed when invoking `NetworkManager.ConnectionManager.DisconnectClient` during a distributed authority session a more appropriate message is logged. (#3052) - Changed `NetworkTransformEditor` so it now derives from `NetcodeEditorBase`. (#3013) - Changed `NetworkRigidbodyBaseEditor` so it now derives from `NetcodeEditorBase`. (#3013) - Changed `NetworkManagerEditor` so it now derives from `NetcodeEditorBase`. (#3013)
This commit is contained in:
@@ -5,6 +5,7 @@ namespace Unity.Netcode.Editor.Configuration
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internal class NetcodeForGameObjectsEditorSettings
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{
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internal const string AutoAddNetworkObjectIfNoneExists = "AutoAdd-NetworkObject-When-None-Exist";
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internal const string CheckForNetworkObject = "NetworkBehaviour-Check-For-NetworkObject";
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internal const string InstallMultiplayerToolsTipDismissedPlayerPrefKey = "Netcode_Tip_InstallMPTools_Dismissed";
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internal static int GetNetcodeInstallMultiplayerToolTips()
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@@ -28,7 +29,7 @@ namespace Unity.Netcode.Editor.Configuration
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{
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return EditorPrefs.GetBool(AutoAddNetworkObjectIfNoneExists);
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}
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// Default for this is false
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return false;
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}
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@@ -36,5 +37,20 @@ namespace Unity.Netcode.Editor.Configuration
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{
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EditorPrefs.SetBool(AutoAddNetworkObjectIfNoneExists, autoAddSetting);
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}
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internal static bool GetCheckForNetworkObjectSetting()
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{
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if (EditorPrefs.HasKey(CheckForNetworkObject))
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{
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return EditorPrefs.GetBool(CheckForNetworkObject);
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}
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// Default for this is true
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return true;
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}
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internal static void SetCheckForNetworkObjectSetting(bool checkForNetworkObject)
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{
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EditorPrefs.SetBool(CheckForNetworkObject, checkForNetworkObject);
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}
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}
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}
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@@ -81,6 +81,7 @@ namespace Unity.Netcode.Editor.Configuration
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internal static NetcodeSettingsLabel NetworkObjectsSectionLabel;
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internal static NetcodeSettingsToggle AutoAddNetworkObjectToggle;
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internal static NetcodeSettingsToggle CheckForNetworkObjectToggle;
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internal static NetcodeSettingsLabel MultiplayerToolsLabel;
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internal static NetcodeSettingsToggle MultiplayerToolTipStatusToggle;
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@@ -103,6 +104,11 @@ namespace Unity.Netcode.Editor.Configuration
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AutoAddNetworkObjectToggle = new NetcodeSettingsToggle("Auto-Add NetworkObject Component", "When enabled, NetworkObject components are automatically added to GameObjects when NetworkBehaviour components are added first.", 20);
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}
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if (CheckForNetworkObjectToggle == null)
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{
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CheckForNetworkObjectToggle = new NetcodeSettingsToggle("Check for NetworkObject Component", "When disabled, the automatic check on NetworkBehaviours for an associated NetworkObject component will not be performed and Auto-Add NetworkObject Component will be disabled.", 20);
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}
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if (MultiplayerToolsLabel == null)
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{
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MultiplayerToolsLabel = new NetcodeSettingsLabel("Multiplayer Tools", 20);
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@@ -120,7 +126,9 @@ namespace Unity.Netcode.Editor.Configuration
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CheckForInitialize();
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var autoAddNetworkObjectSetting = NetcodeForGameObjectsEditorSettings.GetAutoAddNetworkObjectSetting();
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var checkForNetworkObjectSetting = NetcodeForGameObjectsEditorSettings.GetCheckForNetworkObjectSetting();
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var multiplayerToolsTipStatus = NetcodeForGameObjectsEditorSettings.GetNetcodeInstallMultiplayerToolTips() == 0;
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var settings = NetcodeForGameObjectsProjectSettings.instance;
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var generateDefaultPrefabs = settings.GenerateDefaultNetworkPrefabs;
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var networkPrefabsPath = settings.TempNetworkPrefabsPath;
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@@ -134,7 +142,13 @@ namespace Unity.Netcode.Editor.Configuration
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{
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GUILayout.BeginVertical("Box");
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NetworkObjectsSectionLabel.DrawLabel();
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autoAddNetworkObjectSetting = AutoAddNetworkObjectToggle.DrawToggle(autoAddNetworkObjectSetting);
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autoAddNetworkObjectSetting = AutoAddNetworkObjectToggle.DrawToggle(autoAddNetworkObjectSetting, checkForNetworkObjectSetting);
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checkForNetworkObjectSetting = CheckForNetworkObjectToggle.DrawToggle(checkForNetworkObjectSetting);
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if (autoAddNetworkObjectSetting && !checkForNetworkObjectSetting)
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{
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autoAddNetworkObjectSetting = false;
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}
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GUILayout.EndVertical();
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GUILayout.BeginVertical("Box");
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@@ -184,6 +198,7 @@ namespace Unity.Netcode.Editor.Configuration
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if (EditorGUI.EndChangeCheck())
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{
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NetcodeForGameObjectsEditorSettings.SetAutoAddNetworkObjectSetting(autoAddNetworkObjectSetting);
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NetcodeForGameObjectsEditorSettings.SetCheckForNetworkObjectSetting(checkForNetworkObjectSetting);
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NetcodeForGameObjectsEditorSettings.SetNetcodeInstallMultiplayerToolTips(multiplayerToolsTipStatus ? 0 : 1);
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settings.GenerateDefaultNetworkPrefabs = generateDefaultPrefabs;
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settings.TempNetworkPrefabsPath = networkPrefabsPath;
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@@ -213,10 +228,13 @@ namespace Unity.Netcode.Editor.Configuration
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{
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private GUIContent m_ToggleContent;
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public bool DrawToggle(bool currentSetting)
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public bool DrawToggle(bool currentSetting, bool enabled = true)
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{
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EditorGUIUtility.labelWidth = m_LabelSize;
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return EditorGUILayout.Toggle(m_ToggleContent, currentSetting, m_LayoutWidth);
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GUI.enabled = enabled;
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var returnValue = EditorGUILayout.Toggle(m_ToggleContent, currentSetting, m_LayoutWidth);
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GUI.enabled = true;
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return returnValue;
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}
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public NetcodeSettingsToggle(string labelText, string toolTip, float layoutOffset)
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