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:
@@ -8,8 +8,11 @@ namespace Unity.Netcode.Editor
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/// The <see cref="CustomEditor"/> for <see cref="NetworkTransform"/>
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/// </summary>
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[CustomEditor(typeof(NetworkTransform), true)]
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public class NetworkTransformEditor : UnityEditor.Editor
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[CanEditMultipleObjects]
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public class NetworkTransformEditor : NetcodeEditorBase<NetworkTransform>
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{
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private SerializedProperty m_SwitchTransformSpaceWhenParented;
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private SerializedProperty m_TickSyncChildren;
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private SerializedProperty m_UseUnreliableDeltas;
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private SerializedProperty m_SyncPositionXProperty;
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private SerializedProperty m_SyncPositionYProperty;
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@@ -39,8 +42,10 @@ namespace Unity.Netcode.Editor
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private static GUIContent s_ScaleLabel = EditorGUIUtility.TrTextContent("Scale");
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/// <inheritdoc/>
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public virtual void OnEnable()
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public override void OnEnable()
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{
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m_SwitchTransformSpaceWhenParented = serializedObject.FindProperty(nameof(NetworkTransform.SwitchTransformSpaceWhenParented));
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m_TickSyncChildren = serializedObject.FindProperty(nameof(NetworkTransform.TickSyncChildren));
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m_UseUnreliableDeltas = serializedObject.FindProperty(nameof(NetworkTransform.UseUnreliableDeltas));
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m_SyncPositionXProperty = serializedObject.FindProperty(nameof(NetworkTransform.SyncPositionX));
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m_SyncPositionYProperty = serializedObject.FindProperty(nameof(NetworkTransform.SyncPositionY));
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@@ -61,10 +66,10 @@ namespace Unity.Netcode.Editor
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m_UseHalfFloatPrecision = serializedObject.FindProperty(nameof(NetworkTransform.UseHalfFloatPrecision));
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m_SlerpPosition = serializedObject.FindProperty(nameof(NetworkTransform.SlerpPosition));
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m_AuthorityMode = serializedObject.FindProperty(nameof(NetworkTransform.AuthorityMode));
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base.OnEnable();
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}
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/// <inheritdoc/>
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public override void OnInspectorGUI()
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private void DisplayNetworkTransformProperties()
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{
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var networkTransform = target as NetworkTransform;
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EditorGUILayout.LabelField("Axis to Synchronize", EditorStyles.boldLabel);
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@@ -141,9 +146,15 @@ namespace Unity.Netcode.Editor
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EditorGUILayout.PropertyField(m_ScaleThresholdProperty);
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EditorGUILayout.Space();
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EditorGUILayout.LabelField("Delivery", EditorStyles.boldLabel);
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EditorGUILayout.PropertyField(m_TickSyncChildren);
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EditorGUILayout.PropertyField(m_UseUnreliableDeltas);
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EditorGUILayout.Space();
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EditorGUILayout.LabelField("Configurations", EditorStyles.boldLabel);
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EditorGUILayout.PropertyField(m_SwitchTransformSpaceWhenParented);
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if (m_SwitchTransformSpaceWhenParented.boolValue)
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{
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m_TickSyncChildren.boolValue = true;
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}
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EditorGUILayout.PropertyField(m_InLocalSpaceProperty);
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if (!networkTransform.HideInterpolateValue)
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{
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@@ -163,8 +174,7 @@ namespace Unity.Netcode.Editor
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#if COM_UNITY_MODULES_PHYSICS
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// if rigidbody is present but network rigidbody is not present
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var go = ((NetworkTransform)target).gameObject;
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if (go.TryGetComponent<Rigidbody>(out _) && go.TryGetComponent<NetworkRigidbody>(out _) == false)
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if (networkTransform.TryGetComponent<Rigidbody>(out _) && networkTransform.TryGetComponent<NetworkRigidbody>(out _) == false)
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{
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EditorGUILayout.HelpBox("This GameObject contains a Rigidbody but no NetworkRigidbody.\n" +
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"Add a NetworkRigidbody component to improve Rigidbody synchronization.", MessageType.Warning);
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@@ -172,14 +182,23 @@ namespace Unity.Netcode.Editor
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#endif // COM_UNITY_MODULES_PHYSICS
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#if COM_UNITY_MODULES_PHYSICS2D
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if (go.TryGetComponent<Rigidbody2D>(out _) && go.TryGetComponent<NetworkRigidbody2D>(out _) == false)
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if (networkTransform.TryGetComponent<Rigidbody2D>(out _) && networkTransform.TryGetComponent<NetworkRigidbody2D>(out _) == false)
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{
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EditorGUILayout.HelpBox("This GameObject contains a Rigidbody2D but no NetworkRigidbody2D.\n" +
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"Add a NetworkRigidbody2D component to improve Rigidbody2D synchronization.", MessageType.Warning);
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}
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#endif // COM_UNITY_MODULES_PHYSICS2D
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}
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serializedObject.ApplyModifiedProperties();
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/// <inheritdoc/>
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public override void OnInspectorGUI()
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{
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var networkTransform = target as NetworkTransform;
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void SetExpanded(bool expanded) { networkTransform.NetworkTransformExpanded = expanded; };
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DrawFoldOutGroup<NetworkTransform>(networkTransform.GetType(), DisplayNetworkTransformProperties, networkTransform.NetworkTransformExpanded, SetExpanded);
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base.OnInspectorGUI();
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}
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}
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}
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