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

@@ -103,46 +103,6 @@ namespace Unity.Netcode.RuntimeTests
m_NetworkVariableUInt = new NetworkVariable<uint>(1);
m_NetworkVariableUShort = new NetworkVariable<ushort>(1);
m_NetworkVariableBool = new NetworkVariable<bool>(NetworkVariableReadPermission.Everyone);
m_NetworkVariableByte = new NetworkVariable<byte>(NetworkVariableReadPermission.Everyone);
m_NetworkVariableColor = new NetworkVariable<Color>(NetworkVariableReadPermission.Everyone);
m_NetworkVariableColor32 = new NetworkVariable<Color32>(NetworkVariableReadPermission.Everyone);
m_NetworkVariableDouble = new NetworkVariable<double>(NetworkVariableReadPermission.Everyone);
m_NetworkVariableFloat = new NetworkVariable<float>(NetworkVariableReadPermission.Everyone);
m_NetworkVariableInt = new NetworkVariable<int>(NetworkVariableReadPermission.Everyone);
m_NetworkVariableLong = new NetworkVariable<long>(NetworkVariableReadPermission.Everyone);
m_NetworkVariableSByte = new NetworkVariable<sbyte>(NetworkVariableReadPermission.Everyone);
m_NetworkVariableQuaternion = new NetworkVariable<Quaternion>(NetworkVariableReadPermission.Everyone);
m_NetworkVariableShort = new NetworkVariable<short>(NetworkVariableReadPermission.Everyone);
m_NetworkVariableVector4 = new NetworkVariable<Vector4>(NetworkVariableReadPermission.Everyone);
m_NetworkVariableVector3 = new NetworkVariable<Vector3>(NetworkVariableReadPermission.Everyone);
m_NetworkVariableVector2 = new NetworkVariable<Vector2>(NetworkVariableReadPermission.Everyone);
m_NetworkVariableRay = new NetworkVariable<Ray>(NetworkVariableReadPermission.Everyone);
m_NetworkVariableULong = new NetworkVariable<ulong>(NetworkVariableReadPermission.Everyone);
m_NetworkVariableUInt = new NetworkVariable<uint>(NetworkVariableReadPermission.Everyone);
m_NetworkVariableUShort = new NetworkVariable<ushort>(NetworkVariableReadPermission.Everyone);
// NetworkVariable Value Type and NetworkVariableSettings Constructor Test Coverage
m_NetworkVariableBool = new NetworkVariable<bool>(NetworkVariableReadPermission.Everyone, true);
m_NetworkVariableByte = new NetworkVariable<byte>(NetworkVariableReadPermission.Everyone, 0);
m_NetworkVariableColor = new NetworkVariable<Color>(NetworkVariableReadPermission.Everyone, new Color(1, 1, 1, 1));
m_NetworkVariableColor32 = new NetworkVariable<Color32>(NetworkVariableReadPermission.Everyone, new Color32(1, 1, 1, 1));
m_NetworkVariableDouble = new NetworkVariable<double>(NetworkVariableReadPermission.Everyone, 1.0);
m_NetworkVariableFloat = new NetworkVariable<float>(NetworkVariableReadPermission.Everyone, 1.0f);
m_NetworkVariableInt = new NetworkVariable<int>(NetworkVariableReadPermission.Everyone, 1);
m_NetworkVariableLong = new NetworkVariable<long>(NetworkVariableReadPermission.Everyone, 1);
m_NetworkVariableSByte = new NetworkVariable<sbyte>(NetworkVariableReadPermission.Everyone, 0);
m_NetworkVariableQuaternion = new NetworkVariable<Quaternion>(NetworkVariableReadPermission.Everyone, Quaternion.identity);
m_NetworkVariableShort = new NetworkVariable<short>(NetworkVariableReadPermission.Everyone, 1);
m_NetworkVariableVector4 = new NetworkVariable<Vector4>(NetworkVariableReadPermission.Everyone, new Vector4(1, 1, 1, 1));
m_NetworkVariableVector3 = new NetworkVariable<Vector3>(NetworkVariableReadPermission.Everyone, new Vector3(1, 1, 1));
m_NetworkVariableVector2 = new NetworkVariable<Vector2>(NetworkVariableReadPermission.Everyone, new Vector2(1, 1));
m_NetworkVariableRay = new NetworkVariable<Ray>(NetworkVariableReadPermission.Everyone, new Ray());
m_NetworkVariableULong = new NetworkVariable<ulong>(NetworkVariableReadPermission.Everyone, 1);
m_NetworkVariableUInt = new NetworkVariable<uint>(NetworkVariableReadPermission.Everyone, 1);
m_NetworkVariableUShort = new NetworkVariable<ushort>(NetworkVariableReadPermission.Everyone, 1);
// Use this nifty class: NetworkVariableHelper
// Tracks if NetworkVariable changed invokes the OnValueChanged callback for the given instance type
Bool_Var = new NetworkVariableHelper<bool>(m_NetworkVariableBool);
@@ -193,7 +153,7 @@ namespace Unity.Netcode.RuntimeTests
{
if (EnableTesting)
{
//Added timeout functionality for near future changes to NetworkVariables and the Snapshot system
//Added timeout functionality for near future changes to NetworkVariables
if (!m_FinishedTests && m_ChangesAppliedToNetworkVariables)
{
//We finish testing if all NetworkVariables changed their value or we timed out waiting for