com.unity.netcode.gameobjects@1.5.1
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). ## [1.5.1] - 2023-06-07 ### Added - Added support for serializing `NativeArray<>` and `NativeList<>` in `FastBufferReader`/`FastBufferWriter`, `BufferSerializer`, `NetworkVariable`, and RPCs. (To use `NativeList<>`, add `UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT` to your Scripting Define Symbols in `Project Settings > Player`) (#2375) - The location of the automatically-created default network prefab list can now be configured (#2544) - Added: Message size limits (max single message and max fragmented message) can now be set using NetworkManager.MaximumTransmissionUnitSize and NetworkManager.MaximumFragmentedMessageSize for transports that don't work with the default values (#2530) - Added `NetworkObject.SpawnWithObservers` property (default is true) that when set to false will spawn a `NetworkObject` with no observers and will not be spawned on any client until `NetworkObject.NetworkShow` is invoked. (#2568) ### Fixed - Fixed: Fixed a null reference in codegen in some projects (#2581) - Fixed issue where the `OnClientDisconnected` client identifier was incorrect after a pending client connection was denied. (#2569) - Fixed warning "Runtime Network Prefabs was not empty at initialization time." being erroneously logged when no runtime network prefabs had been added (#2565) - Fixed issue where some temporary debug console logging was left in a merged PR. (#2562) - Fixed the "Generate Default Network Prefabs List" setting not loading correctly and always reverting to being checked. (#2545) - Fixed issue where users could not use NetworkSceneManager.VerifySceneBeforeLoading to exclude runtime generated scenes from client synchronization. (#2550) - Fixed missing value on `NetworkListEvent` for `EventType.RemoveAt` events. (#2542,#2543) - Fixed issue where parenting a NetworkTransform under a transform with a scale other than Vector3.one would result in incorrect values on non-authoritative instances. (#2538) - Fixed issue where a server would include scene migrated and then despawned NetworkObjects to a client that was being synchronized. (#2532) - Fixed the inspector throwing exceptions when attempting to render `NetworkVariable`s of enum types. (#2529) - Making a `NetworkVariable` with an `INetworkSerializable` type that doesn't meet the `new()` constraint will now create a compile-time error instead of an editor crash (#2528) - Fixed Multiplayer Tools package installation docs page link on the NetworkManager popup. (#2526) - Fixed an exception and error logging when two different objects are shown and hidden on the same frame (#2524) - Fixed a memory leak in `UnityTransport` that occurred if `StartClient` failed. (#2518) - Fixed issue where a client could throw an exception if abruptly disconnected from a network session with one or more spawned `NetworkObject`(s). (#2510) - Fixed issue where invalid endpoint addresses were not being detected and returning false from NGO UnityTransport. (#2496) - Fixed some errors that could occur if a connection is lost and the loss is detected when attempting to write to the socket. (#2495) ## Changed - Adding network prefabs before NetworkManager initialization is now supported. (#2565) - Connecting clients being synchronized now switch to the server's active scene before spawning and synchronizing NetworkObjects. (#2532) - Updated `UnityTransport` dependency on `com.unity.transport` to 1.3.4. (#2533) - Improved performance of NetworkBehaviour initialization by replacing reflection when initializing NetworkVariables with compile-time code generation, which should help reduce hitching during additive scene loads. (#2522)
This commit is contained in:
@@ -2392,16 +2392,6 @@ namespace Unity.Netcode.Components
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m_CachedNetworkManager = NetworkManager;
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Initialize();
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// This assures the initial spawning of the object synchronizes all connected clients
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// with the current transform values. This should not be placed within Initialize since
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// that can be invoked when ownership changes.
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if (CanCommitToTransform)
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{
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var currentPosition = GetSpaceRelativePosition();
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var currentRotation = GetSpaceRelativeRotation();
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// Teleport to current position
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SetStateInternal(currentPosition, currentRotation, transform.localScale, true);
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}
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}
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/// <inheritdoc/>
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@@ -2472,6 +2462,7 @@ namespace Unity.Netcode.Components
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CanCommitToTransform = IsServerAuthoritative() ? IsServer : IsOwner;
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var replicatedState = ReplicatedNetworkState;
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var currentPosition = GetSpaceRelativePosition();
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var currentRotation = GetSpaceRelativeRotation();
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if (CanCommitToTransform)
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{
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@@ -2483,6 +2474,9 @@ namespace Unity.Netcode.Components
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// Authority only updates once per network tick
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NetworkManager.NetworkTickSystem.Tick -= NetworkTickSystem_Tick;
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NetworkManager.NetworkTickSystem.Tick += NetworkTickSystem_Tick;
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// Teleport to current position
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SetStateInternal(currentPosition, currentRotation, transform.localScale, true);
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}
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else
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{
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@@ -2494,15 +2488,42 @@ namespace Unity.Netcode.Components
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NetworkManager.NetworkTickSystem.Tick -= NetworkTickSystem_Tick;
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ResetInterpolatedStateToCurrentAuthoritativeState();
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m_CurrentPosition = GetSpaceRelativePosition();
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m_CurrentPosition = currentPosition;
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m_CurrentScale = transform.localScale;
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m_CurrentRotation = GetSpaceRelativeRotation();
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m_CurrentRotation = currentRotation;
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}
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OnInitialize(ref replicatedState);
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}
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/// <inheritdoc/>
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/// <remarks>
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/// When a parent changes, non-authoritative instances should:
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/// - Apply the resultant position, rotation, and scale from the parenting action.
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/// - Clear interpolators (even if not enabled on this frame)
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/// - Reset the interpolators to the position, rotation, and scale resultant values.
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/// This prevents interpolation visual anomalies and issues during initial synchronization
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/// </remarks>
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public override void OnNetworkObjectParentChanged(NetworkObject parentNetworkObject)
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{
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// Only if we are not authority
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if (!CanCommitToTransform)
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{
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m_CurrentPosition = GetSpaceRelativePosition();
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m_CurrentRotation = GetSpaceRelativeRotation();
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m_CurrentScale = GetScale();
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m_ScaleInterpolator.Clear();
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m_PositionInterpolator.Clear();
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m_RotationInterpolator.Clear();
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var tempTime = new NetworkTime(NetworkManager.NetworkConfig.TickRate, NetworkManager.ServerTime.Tick).Time;
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UpdatePositionInterpolator(m_CurrentPosition, tempTime, true);
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m_ScaleInterpolator.ResetTo(m_CurrentScale, tempTime);
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m_RotationInterpolator.ResetTo(m_CurrentRotation, tempTime);
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}
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base.OnNetworkObjectParentChanged(parentNetworkObject);
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}
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/// <summary>
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/// Directly sets a state on the authoritative transform.
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/// Owner clients can directly set the state on a server authoritative transform
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@@ -2656,6 +2677,12 @@ namespace Unity.Netcode.Components
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}
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}
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// If we have not received any additional state updates since the very
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// initial synchronization, then exit early.
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if (m_LocalAuthoritativeNetworkState.IsSynchronizing)
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{
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return;
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}
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// Apply the current authoritative state
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ApplyAuthoritativeState();
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}
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