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)
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@@ -211,5 +211,91 @@ namespace Unity.Netcode.Editor
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serializedObject.ApplyModifiedProperties();
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EditorGUI.EndChangeCheck();
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}
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/// <summary>
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/// Invoked once when a NetworkBehaviour component is
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/// displayed in the inspector view.
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/// </summary>
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private void OnEnable()
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{
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// When we first add a NetworkBehaviour this editor will be enabled
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// so we go ahead and check for an already existing NetworkObject here
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CheckForNetworkObject((target as NetworkBehaviour).gameObject);
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}
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internal const string AutoAddNetworkObjectIfNoneExists = "AutoAdd-NetworkObject-When-None-Exist";
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public static Transform GetRootParentTransform(Transform transform)
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{
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if (transform.parent == null || transform.parent == transform)
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{
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return transform;
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}
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return GetRootParentTransform(transform.parent);
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}
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/// <summary>
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/// Used to determine if a GameObject has one or more NetworkBehaviours but
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/// does not already have a NetworkObject component. If not it will notify
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/// the user that NetworkBehaviours require a NetworkObject.
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/// </summary>
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public static void CheckForNetworkObject(GameObject gameObject, bool networkObjectRemoved = false)
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{
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// If there are no NetworkBehaviours or no gameObject, then exit early
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if (gameObject == null || (gameObject.GetComponent<NetworkBehaviour>() == null && gameObject.GetComponentInChildren<NetworkBehaviour>() == null))
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{
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return;
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}
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// Now get the root parent transform to the current GameObject (or itself)
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var rootTransform = GetRootParentTransform(gameObject.transform);
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// Otherwise, check to see if there is any NetworkObject from the root GameObject down to all children.
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// If not, notify the user that NetworkBehaviours require that the relative GameObject has a NetworkObject component.
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var networkObject = rootTransform.GetComponent<NetworkObject>();
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if (networkObject == null)
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{
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networkObject = rootTransform.GetComponentInChildren<NetworkObject>();
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if (networkObject == null)
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{
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// If we are removing a NetworkObject but there is still one or more NetworkBehaviour components
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// and the user has already turned "Auto-Add NetworkObject" on when first notified about the requirement
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// then just send a reminder to the user why the NetworkObject they just deleted seemingly "re-appeared"
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// again.
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if (networkObjectRemoved && EditorPrefs.HasKey(AutoAddNetworkObjectIfNoneExists) && EditorPrefs.GetBool(AutoAddNetworkObjectIfNoneExists))
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{
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Debug.LogWarning($"{gameObject.name} still has {nameof(NetworkBehaviour)}s and Auto-Add NetworkObjects is enabled. A NetworkObject is being added back to {gameObject.name}.");
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Debug.Log($"To reset Auto-Add NetworkObjects: Select the Netcode->General->Reset Auto-Add NetworkObject menu item.");
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}
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// Notify and provide the option to add it one time, always add a NetworkObject, or do nothing and let the user manually add it
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if (EditorUtility.DisplayDialog($"{nameof(NetworkBehaviour)}s require a {nameof(NetworkObject)}",
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$"{gameObject.name} does not have a {nameof(NetworkObject)} component. Would you like to add one now?", "Yes", "No (manually add it)",
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DialogOptOutDecisionType.ForThisMachine, AutoAddNetworkObjectIfNoneExists))
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{
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gameObject.AddComponent<NetworkObject>();
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var activeScene = UnityEngine.SceneManagement.SceneManager.GetActiveScene();
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UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty(activeScene);
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UnityEditor.SceneManagement.EditorSceneManager.SaveScene(activeScene);
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}
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}
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}
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}
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/// <summary>
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/// This allows users to reset the Auto-Add NetworkObject preference
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/// so the next time they add a NetworkBehaviour to a GameObject without
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/// a NetworkObject it will display the dialog box again and not
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/// automatically add a NetworkObject.
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/// </summary>
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[MenuItem("Netcode/General/Reset Auto-Add NetworkObject", false, 1)]
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private static void ResetMultiplayerToolsTipStatus()
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{
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if (EditorPrefs.HasKey(AutoAddNetworkObjectIfNoneExists))
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{
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EditorPrefs.SetBool(AutoAddNetworkObjectIfNoneExists, false);
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}
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}
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}
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}
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