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:
Unity Technologies
2024-09-12 00:00:00 +00:00
parent eab996f3ac
commit 48c6a6121c
46 changed files with 1987 additions and 492 deletions

View File

@@ -1581,20 +1581,46 @@ namespace Unity.Netcode
{
foreach (var entry in ClientsToShowObject)
{
SendSpawnCallForObserverUpdate(entry.Value.ToArray(), entry.Key);
if (entry.Key != null && entry.Key.IsSpawned)
{
try
{
SendSpawnCallForObserverUpdate(entry.Value.ToArray(), entry.Key);
}
catch (Exception ex)
{
if (NetworkManager.LogLevel <= LogLevel.Developer)
{
Debug.LogException(ex);
}
}
}
}
ClientsToShowObject.Clear();
ObjectsToShowToClient.Clear();
return;
}
// Handle NetworkObjects to show
// Server or Host handling of NetworkObjects to show
foreach (var client in ObjectsToShowToClient)
{
ulong clientId = client.Key;
foreach (var networkObject in client.Value)
{
SendSpawnCallForObject(clientId, networkObject);
if (networkObject != null && networkObject.IsSpawned)
{
try
{
SendSpawnCallForObject(clientId, networkObject);
}
catch (Exception ex)
{
if (NetworkManager.LogLevel <= LogLevel.Developer)
{
Debug.LogException(ex);
}
}
}
}
}
ObjectsToShowToClient.Clear();
@@ -1883,5 +1909,55 @@ namespace Unity.Netcode
networkObject.InternalNetworkSessionSynchronized();
}
}
/// <summary>
/// Distributed Authority Only
/// Should be invoked on non-session owner clients when a newly joined client is finished
/// synchronizing in order to "show" (spawn) anything that might be currently hidden from
/// the session owner.
/// </summary>
internal void ShowHiddenObjectsToNewlyJoinedClient(ulong newClientId)
{
if (!NetworkManager.DistributedAuthorityMode)
{
if (NetworkManager == null || !NetworkManager.ShutdownInProgress && NetworkManager.LogLevel <= LogLevel.Developer)
{
Debug.LogWarning($"[Internal Error] {nameof(ShowHiddenObjectsToNewlyJoinedClient)} invoked while !");
}
return;
}
if (!NetworkManager.DistributedAuthorityMode)
{
Debug.LogError($"[Internal Error] {nameof(ShowHiddenObjectsToNewlyJoinedClient)} should only be invoked when using a distributed authority network topology!");
return;
}
if (NetworkManager.LocalClient.IsSessionOwner)
{
Debug.LogError($"[Internal Error] {nameof(ShowHiddenObjectsToNewlyJoinedClient)} should only be invoked on a non-session owner client!");
return;
}
var localClientId = NetworkManager.LocalClient.ClientId;
var sessionOwnerId = NetworkManager.CurrentSessionOwner;
foreach (var networkObject in SpawnedObjectsList)
{
if (networkObject.SpawnWithObservers && networkObject.OwnerClientId == localClientId && !networkObject.Observers.Contains(sessionOwnerId))
{
if (networkObject.Observers.Contains(newClientId))
{
if (NetworkManager.LogLevel <= LogLevel.Developer)
{
// Track if there is some other location where the client is being added to the observers list when the object is hidden from the session owner
Debug.LogWarning($"[{networkObject.name}] Has new client as an observer but it is hidden from the session owner!");
}
// For now, remove the client (impossible for the new client to have an instance since the session owner doesn't) to make sure newly added
// code to handle this edge case works.
networkObject.Observers.Remove(newClientId);
}
networkObject.NetworkShow(newClientId);
}
}
}
}
}