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)
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@@ -2550,17 +2550,6 @@ namespace Unity.Netcode
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// At this point the client is considered fully "connected"
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if ((NetworkManager.DistributedAuthorityMode && NetworkManager.LocalClient.IsSessionOwner) || !NetworkManager.DistributedAuthorityMode)
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{
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if (NetworkManager.DistributedAuthorityMode && !NetworkManager.DAHost)
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{
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// DANGO-EXP TODO: Remove this once service is sending the synchronization message to all clients
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if (NetworkManager.ConnectedClients.ContainsKey(clientId) && NetworkManager.ConnectionManager.ConnectedClientIds.Contains(clientId) && NetworkManager.ConnectedClientsList.Contains(NetworkManager.ConnectedClients[clientId]))
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{
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EndSceneEvent(sceneEventId);
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return;
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}
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NetworkManager.ConnectionManager.AddClient(clientId);
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}
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// Notify the local server that a client has finished synchronizing
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OnSceneEvent?.Invoke(new SceneEvent()
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{
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@@ -2575,6 +2564,20 @@ namespace Unity.Netcode
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}
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else
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{
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// Notify the local server that a client has finished synchronizing
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OnSceneEvent?.Invoke(new SceneEvent()
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{
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SceneEventType = sceneEventData.SceneEventType,
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SceneName = string.Empty,
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ClientId = clientId
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});
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// Show any NetworkObjects that are:
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// - Hidden from the session owner
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// - Owned by this client
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// - Has NetworkObject.SpawnWithObservers set to true (the default)
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NetworkManager.SpawnManager.ShowHiddenObjectsToNewlyJoinedClient(clientId);
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// DANGO-EXP TODO: Remove this once service distributes objects
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// Non-session owners receive this notification from newly connected clients and upon receiving
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// the event they will redistribute their NetworkObjects
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@@ -2589,9 +2592,6 @@ namespace Unity.Netcode
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// At this time the client is fully synchronized with all loaded scenes and
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// NetworkObjects and should be considered "fully connected". Send the
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// notification that the client is connected.
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// TODO 2023: We should have a better name for this or have multiple states the
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// client progresses through (the name and associated legacy behavior/expected state
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// of the client was persisted since MLAPI)
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NetworkManager.ConnectionManager.InvokeOnClientConnectedCallback(clientId);
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if (NetworkManager.IsHost)
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@@ -2664,9 +2664,14 @@ namespace Unity.Netcode
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EventData = sceneEventData,
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};
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// Forward synchronization to client then exit early because DAHost is not the current session owner
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NetworkManager.MessageManager.SendMessage(ref message, NetworkDelivery.ReliableFragmentedSequenced, NetworkManager.CurrentSessionOwner);
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EndSceneEvent(sceneEventData.SceneEventId);
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return;
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foreach (var client in NetworkManager.ConnectedClientsIds)
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{
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if (client == NetworkManager.LocalClientId)
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{
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continue;
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}
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NetworkManager.MessageManager.SendMessage(ref message, NetworkDelivery.ReliableFragmentedSequenced, client);
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}
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}
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}
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else
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