com.unity.netcode.gameobjects@1.7.1
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). ## [1.7.1] - 2023-11-15 ### Added ### Fixed - Fixed a bug where having a class with Rpcs that inherits from a class without Rpcs that inherits from NetworkVariable would cause a compile error. (#2751) - Fixed issue where `NetworkBehaviour.Synchronize` was not truncating the write buffer if nothing was serialized during `NetworkBehaviour.OnSynchronize` causing an additional 6 bytes to be written per `NetworkBehaviour` component instance. (#2749) ### Changed
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@@ -402,6 +402,7 @@ namespace Unity.Netcode.Transports.UTP
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/// - packet jitter (variances in latency, see: https://en.wikipedia.org/wiki/Jitter)
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/// - packet drop rate (packet loss)
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/// </summary>
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#if UTP_TRANSPORT_2_0_ABOVE
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[Obsolete("DebugSimulator is no longer supported and has no effect. Use Network Simulator from the Multiplayer Tools package.", false)]
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#endif
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@@ -685,9 +686,11 @@ namespace Unity.Netcode.Transports.UTP
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/// <param name="packetDelay">Packet delay in milliseconds.</param>
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/// <param name="packetJitter">Packet jitter in milliseconds.</param>
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/// <param name="dropRate">Packet drop percentage.</param>
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#if UTP_TRANSPORT_2_0_ABOVE
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[Obsolete("SetDebugSimulatorParameters is no longer supported and has no effect. Use Network Simulator from the Multiplayer Tools package.", false)]
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#endif
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public void SetDebugSimulatorParameters(int packetDelay, int packetJitter, int dropRate)
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{
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if (m_Driver.IsCreated)
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@@ -1209,6 +1212,11 @@ namespace Unity.Netcode.Transports.UTP
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NetworkManager = networkManager;
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if (NetworkManager && NetworkManager.PortOverride.Overidden)
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{
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ConnectionData.Port = NetworkManager.PortOverride.Value;
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}
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m_RealTimeProvider = NetworkManager ? NetworkManager.RealTimeProvider : new RealTimeProvider();
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m_NetworkSettings = new NetworkSettings(Allocator.Persistent);
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