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:
@@ -850,6 +850,12 @@ namespace Unity.Netcode.TestHelpers.Runtime
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protected virtual bool LogAllMessages => false;
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protected virtual bool ShouldCheckForSpawnedPlayers()
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{
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return true;
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}
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/// <summary>
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/// This starts the server and clients as long as <see cref="CanStartServerAndClients"/>
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/// returns true.
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@@ -938,7 +944,12 @@ namespace Unity.Netcode.TestHelpers.Runtime
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AssertOnTimeout($"{nameof(CreateAndStartNewClient)} timed out waiting for all sessions to spawn Client-{m_ServerNetworkManager.LocalClientId}'s player object!\n {m_InternalErrorLog}");
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}
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}
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ClientNetworkManagerPostStartInit();
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if (ShouldCheckForSpawnedPlayers())
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{
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ClientNetworkManagerPostStartInit();
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}
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// Notification that at this time the server and client(s) are instantiated,
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// started, and connected on both sides.
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yield return OnServerAndClientsConnected();
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@@ -1030,7 +1041,10 @@ namespace Unity.Netcode.TestHelpers.Runtime
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}
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}
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ClientNetworkManagerPostStartInit();
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if (ShouldCheckForSpawnedPlayers())
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{
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ClientNetworkManagerPostStartInit();
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}
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// Notification that at this time the server and client(s) are instantiated,
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// started, and connected on both sides.
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@@ -326,20 +326,30 @@ namespace Unity.Netcode.TestHelpers.Runtime
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s_IsStarted = false;
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// Shutdown the server which forces clients to disconnect
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foreach (var networkManager in NetworkManagerInstances)
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try
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{
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networkManager.Shutdown();
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s_Hooks.Remove(networkManager);
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}
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// Destroy the network manager instances
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foreach (var networkManager in NetworkManagerInstances)
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{
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if (networkManager.gameObject != null)
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// Shutdown the server which forces clients to disconnect
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foreach (var networkManager in NetworkManagerInstances)
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{
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Object.DestroyImmediate(networkManager.gameObject);
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if (networkManager != null && networkManager.IsListening)
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{
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networkManager?.Shutdown();
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s_Hooks.Remove(networkManager);
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}
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}
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// Destroy the network manager instances
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foreach (var networkManager in NetworkManagerInstances)
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{
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if (networkManager != null && networkManager.gameObject)
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{
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Object.DestroyImmediate(networkManager.gameObject);
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}
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}
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}
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catch (Exception ex)
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{
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Debug.LogException(ex);
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}
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NetworkManagerInstances.Clear();
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