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:
@@ -239,19 +239,13 @@ namespace Unity.Netcode.Components
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m_CurrentSmoothTime = 0;
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}
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public override void OnUpdate()
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private void ProcessSmoothing()
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{
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// If not spawned or this instance has authority, exit early
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if (!IsSpawned)
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{
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return;
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}
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// Do not call the base class implementation...
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// AnticipatedNetworkTransform applies its authoritative state immediately rather than waiting for update
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// This is because AnticipatedNetworkTransforms may need to reference each other in reanticipating
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// and we will want all reanticipation done before anything else wants to reference the transform in
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// OnUpdate()
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//base.Update();
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if (m_CurrentSmoothTime < m_SmoothDuration)
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{
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@@ -262,7 +256,7 @@ namespace Unity.Netcode.Components
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m_AnticipatedTransform = new TransformState
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{
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Position = Vector3.Lerp(m_SmoothFrom.Position, m_SmoothTo.Position, pct),
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Rotation = Quaternion.Slerp(m_SmoothFrom.Rotation, m_SmoothTo.Rotation, pct),
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Rotation = Quaternion.Lerp(m_SmoothFrom.Rotation, m_SmoothTo.Rotation, pct),
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Scale = Vector3.Lerp(m_SmoothFrom.Scale, m_SmoothTo.Scale, pct)
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};
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m_PreviousAnticipatedTransform = m_AnticipatedTransform;
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@@ -275,6 +269,32 @@ namespace Unity.Netcode.Components
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}
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}
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// TODO: This does not handle OnFixedUpdate
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// This requires a complete overhaul in this class to switch between using
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// NetworkRigidbody's position and rotation values.
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public override void OnUpdate()
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{
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ProcessSmoothing();
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// Do not call the base class implementation...
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// AnticipatedNetworkTransform applies its authoritative state immediately rather than waiting for update
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// This is because AnticipatedNetworkTransforms may need to reference each other in reanticipating
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// and we will want all reanticipation done before anything else wants to reference the transform in
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// OnUpdate()
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//base.OnUpdate();
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}
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/// <summary>
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/// Since authority does not subscribe to updates (OnUpdate or OnFixedUpdate),
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/// we have to update every frame to assure authority processes soothing.
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/// </summary>
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private void Update()
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{
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if (CanCommitToTransform && IsSpawned)
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{
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ProcessSmoothing();
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}
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}
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internal class AnticipatedObject : IAnticipationEventReceiver, IAnticipatedObject
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{
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public AnticipatedNetworkTransform Transform;
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@@ -347,14 +367,44 @@ namespace Unity.Netcode.Components
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m_CurrentSmoothTime = 0;
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}
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protected override void OnSynchronize<T>(ref BufferSerializer<T> serializer)
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/// <summary>
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/// (This replaces the first OnSynchronize for NetworkTransforms)
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/// This is needed to initialize when fully synchronized since non-authority instances
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/// don't apply the initial synchronization (new client synchronization) until after
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/// everything has been spawned and synchronized.
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/// </summary>
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protected internal override void InternalOnNetworkSessionSynchronized()
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{
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base.OnSynchronize(ref serializer);
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if (!CanCommitToTransform)
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var wasSynchronizing = SynchronizeState.IsSynchronizing;
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base.InternalOnNetworkSessionSynchronized();
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if (!CanCommitToTransform && wasSynchronizing && !SynchronizeState.IsSynchronizing)
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{
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m_OutstandingAuthorityChange = true;
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ApplyAuthoritativeState();
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ResetAnticipatedState();
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m_AnticipatedObject = new AnticipatedObject { Transform = this };
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NetworkManager.AnticipationSystem.RegisterForAnticipationEvents(m_AnticipatedObject);
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NetworkManager.AnticipationSystem.AllAnticipatedObjects.Add(m_AnticipatedObject);
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}
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}
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/// <summary>
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/// (This replaces the any subsequent OnSynchronize for NetworkTransforms post client synchronization)
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/// This occurs on already connected clients when dynamically spawning a NetworkObject for
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/// non-authoritative instances.
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/// </summary>
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protected internal override void InternalOnNetworkPostSpawn()
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{
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base.InternalOnNetworkPostSpawn();
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if (!CanCommitToTransform && NetworkManager.IsConnectedClient && !SynchronizeState.IsSynchronizing)
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{
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m_OutstandingAuthorityChange = true;
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ApplyAuthoritativeState();
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ResetAnticipatedState();
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m_AnticipatedObject = new AnticipatedObject { Transform = this };
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NetworkManager.AnticipationSystem.RegisterForAnticipationEvents(m_AnticipatedObject);
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NetworkManager.AnticipationSystem.AllAnticipatedObjects.Add(m_AnticipatedObject);
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}
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}
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@@ -365,6 +415,13 @@ namespace Unity.Netcode.Components
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Debug.LogWarning($"This component is not currently supported in distributed authority.");
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}
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base.OnNetworkSpawn();
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// Non-authoritative instances exit early if the synchronization has yet to
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// be applied at this point
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if (SynchronizeState.IsSynchronizing && !CanCommitToTransform)
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{
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return;
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}
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m_OutstandingAuthorityChange = true;
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ApplyAuthoritativeState();
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ResetAnticipatedState();
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