com.unity.netcode.gameobjects@1.0.0-pre.7

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).

## [1.0.0-pre.7] - 2022-04-01

### Added

- Added editor only check prior to entering into play mode if the currently open and active scene is in the build list and if not displays a dialog box asking the user if they would like to automatically add it prior to entering into play mode. (#1828)
- Added `UnityTransport` implementation and `com.unity.transport` package dependency (#1823)
- Added `NetworkVariableWritePermission` to `NetworkVariableBase` and implemented `Owner` client writable netvars. (#1762)
- `UnityTransport` settings can now be set programmatically. (#1845)
- `FastBufferWriter` and Reader IsInitialized property. (#1859)

### Changed

- Updated `UnityTransport` dependency on `com.unity.transport` to 1.0.0 (#1849)

### Removed

- Removed `SnapshotSystem` (#1852)
- Removed `com.unity.modules.animation`, `com.unity.modules.physics` and `com.unity.modules.physics2d` dependencies from the package (#1812)
- Removed `com.unity.collections` dependency from the package (#1849)

### Fixed
- Fixed in-scene placed NetworkObjects not being found/ignored after a client disconnects and then reconnects. (#1850)
- Fixed issue where `UnityTransport` send queues were not flushed when calling `DisconnectLocalClient` or `DisconnectRemoteClient`. (#1847)
- Fixed NetworkBehaviour dependency verification check for an existing NetworkObject not searching from root parent transform relative GameObject. (#1841)
- Fixed issue where entries were not being removed from the NetworkSpawnManager.OwnershipToObjectsTable. (#1838)
- Fixed ClientRpcs would always send to all connected clients by default as opposed to only sending to the NetworkObject's Observers list by default. (#1836)
- Fixed clarity for NetworkSceneManager client side notification when it receives a scene hash value that does not exist in its local hash table. (#1828)
- Fixed client throws a key not found exception when it times out using UNet or UTP. (#1821)
- Fixed network variable updates are no longer limited to 32,768 bytes when NetworkConfig.EnsureNetworkVariableLengthSafety is enabled. The limits are now determined by what the transport can send in a message. (#1811)
- Fixed in-scene NetworkObjects get destroyed if a client fails to connect and shuts down the NetworkManager. (#1809)
- Fixed user never being notified in the editor that a NetworkBehaviour requires a NetworkObject to function properly. (#1808)
- Fixed PlayerObjects and dynamically spawned NetworkObjects not being added to the NetworkClient's OwnedObjects (#1801)
- Fixed issue where NetworkManager would continue starting even if the NetworkTransport selected failed. (#1780)
- Fixed issue when spawning new player if an already existing player exists it does not remove IsPlayer from the previous player (#1779)
- Fixed lack of notification that NetworkManager and NetworkObject cannot be added to the same GameObject with in-editor notifications (#1777)
- Fixed parenting warning printing for false positives (#1855)
This commit is contained in:
Unity Technologies
2022-04-01 00:00:00 +00:00
parent 5b4aaa8b59
commit 60e2dabef4
123 changed files with 5751 additions and 3419 deletions

View File

@@ -1,3 +1,4 @@
#if COM_UNITY_MODULES_ANIMATION
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using UnityEngine;
@@ -5,7 +6,7 @@ using UnityEngine;
namespace Unity.Netcode.Components
{
/// <summary>
/// A prototype component for syncing animations
/// NetworkAnimator enables remote synchronization of <see cref="UnityEngine.Animator"/> state for on network objects.
/// </summary>
[AddComponentMenu("Netcode/" + nameof(NetworkAnimator))]
[RequireComponent(typeof(Animator))]
@@ -380,9 +381,7 @@ namespace Unity.Netcode.Components
SetTrigger(Animator.StringToHash(triggerName));
}
/// <summary>
/// Sets the trigger for the associated animation. See note for SetTrigger(string)
/// </summary>
/// <inheritdoc cref="SetTrigger(string)" />
/// <param name="hash">The hash for the trigger to activate</param>
/// <param name="reset">If true, resets the trigger</param>
public void SetTrigger(int hash, bool reset = false)
@@ -413,7 +412,7 @@ namespace Unity.Netcode.Components
}
/// <summary>
/// Resets the trigger for the associated animation. See note for SetTrigger(string)
/// Resets the trigger for the associated animation. See <see cref="SetTrigger(string)">SetTrigger</see> for more on how triggers are special
/// </summary>
/// <param name="triggerName">The string name of the trigger to reset</param>
public void ResetTrigger(string triggerName)
@@ -421,13 +420,12 @@ namespace Unity.Netcode.Components
ResetTrigger(Animator.StringToHash(triggerName));
}
/// <summary>
/// Resets the trigger for the associated animation. See note for SetTrigger(string)
/// </summary>
/// <param name="hash">The hash for the trigger to reset</param>
/// <inheritdoc cref="ResetTrigger(string)" path="summary" />
/// <param name="hash">The hash for the trigger to activate</param>
public void ResetTrigger(int hash)
{
SetTrigger(hash, true);
}
}
}
#endif // COM_UNITY_MODULES_ANIMATION