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:
@@ -735,42 +735,23 @@ namespace Unity.Netcode
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RemovePendingClient(ownerClientId);
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var client = AddClient(ownerClientId);
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if (!NetworkManager.DistributedAuthorityMode && response.CreatePlayerObject && NetworkManager.NetworkConfig.PlayerPrefab != null)
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// Server-side spawning (only if there is a prefab hash or player prefab provided)
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if (!NetworkManager.DistributedAuthorityMode && response.CreatePlayerObject && (response.PlayerPrefabHash.HasValue || NetworkManager.NetworkConfig.PlayerPrefab != null))
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{
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var prefabNetworkObject = NetworkManager.NetworkConfig.PlayerPrefab.GetComponent<NetworkObject>();
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var playerPrefabHash = response.PlayerPrefabHash ?? prefabNetworkObject.GlobalObjectIdHash;
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// Generate a SceneObject for the player object to spawn
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// Note: This is only to create the local NetworkObject, many of the serialized properties of the player prefab will be set when instantiated.
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var sceneObject = new NetworkObject.SceneObject
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{
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OwnerClientId = ownerClientId,
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IsPlayerObject = true,
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IsSceneObject = false,
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HasTransform = prefabNetworkObject.SynchronizeTransform,
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Hash = playerPrefabHash,
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TargetClientId = ownerClientId,
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DontDestroyWithOwner = prefabNetworkObject.DontDestroyWithOwner,
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Transform = new NetworkObject.SceneObject.TransformData
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{
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Position = response.Position.GetValueOrDefault(),
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Rotation = response.Rotation.GetValueOrDefault()
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}
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};
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// Create the player NetworkObject locally
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var networkObject = NetworkManager.SpawnManager.CreateLocalNetworkObject(sceneObject);
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var playerObject = response.PlayerPrefabHash.HasValue ? NetworkManager.SpawnManager.GetNetworkObjectToSpawn(response.PlayerPrefabHash.Value, ownerClientId, response.Position.GetValueOrDefault(), response.Rotation.GetValueOrDefault())
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: NetworkManager.SpawnManager.GetNetworkObjectToSpawn(NetworkManager.NetworkConfig.PlayerPrefab.GetComponent<NetworkObject>().GlobalObjectIdHash, ownerClientId, response.Position.GetValueOrDefault(), response.Rotation.GetValueOrDefault());
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// Spawn the player NetworkObject locally
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NetworkManager.SpawnManager.SpawnNetworkObjectLocally(
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networkObject,
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playerObject,
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NetworkManager.SpawnManager.GetNetworkObjectId(),
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sceneObject: false,
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playerObject: true,
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ownerClientId,
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destroyWithScene: false);
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client.AssignPlayerObject(ref networkObject);
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client.AssignPlayerObject(ref playerObject);
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}
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// Server doesn't send itself the connection approved message
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@@ -871,6 +852,7 @@ namespace Unity.Netcode
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}
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}
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// Exit early if no player object was spawned
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if (!response.CreatePlayerObject || (response.PlayerPrefabHash == null && NetworkManager.NetworkConfig.PlayerPrefab == null))
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{
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return;
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@@ -1003,10 +985,18 @@ namespace Unity.Netcode
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ConnectedClientIds.Add(clientId);
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}
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var distributedAuthority = NetworkManager.DistributedAuthorityMode;
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var sessionOwnerId = NetworkManager.CurrentSessionOwner;
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var isSessionOwner = NetworkManager.LocalClient.IsSessionOwner;
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foreach (var networkObject in NetworkManager.SpawnManager.SpawnedObjectsList)
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{
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if (networkObject.SpawnWithObservers)
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{
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// Don't add the client to the observers if hidden from the session owner
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if (networkObject.IsOwner && distributedAuthority && !isSessionOwner && !networkObject.Observers.Contains(sessionOwnerId))
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{
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continue;
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}
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networkObject.Observers.Add(clientId);
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}
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}
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@@ -1309,7 +1299,15 @@ namespace Unity.Netcode
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{
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if (!LocalClient.IsServer)
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{
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throw new NotServerException($"Only server can disconnect remote clients. Please use `{nameof(Shutdown)}()` instead.");
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if (NetworkManager.NetworkConfig.NetworkTopology == NetworkTopologyTypes.ClientServer)
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{
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throw new NotServerException($"Only server can disconnect remote clients. Please use `{nameof(Shutdown)}()` instead.");
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}
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else
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{
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Debug.LogWarning($"Currently, clients cannot disconnect other clients from a distributed authority session. Please use `{nameof(Shutdown)}()` instead.");
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return;
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}
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}
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if (clientId == NetworkManager.ServerClientId)
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