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