com.unity.netcode.gameobjects@2.0.0-exp.4
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). ## [2.0.0-exp.4] - 2024-05-31 ### Added - Added `NetworkRigidbodyBase.AttachToFixedJoint` and `NetworkRigidbodyBase.DetachFromFixedJoint` to replace parenting for rigid bodies that have `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled. (#2933) - Added `NetworkBehaviour.OnNetworkPreSpawn` and `NetworkBehaviour.OnNetworkPostSpawn` methods that provide the ability to handle pre and post spawning actions during the `NetworkObject` spawn sequence. (#2912) - Added a client-side only `NetworkBehaviour.OnNetworkSessionSynchronized` convenience method that is invoked on all `NetworkBehaviour`s after a newly joined client has finished synchronizing with the network session in progress. (#2912) - Added `NetworkBehaviour.OnInSceneObjectsSpawned` convenience method that is invoked when all in-scene `NetworkObject`s have been spawned after a scene has been loaded or upon a host or server starting. (#2912) ### Fixed - Fixed issue where non-authoritative rigid bodies with `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled would constantly log errors about the renderTime being before `StartTimeConsumed`. (#2933) - Fixed issue where in-scene placed NetworkObjects could be destroyed if a client disconnects early and/or before approval. (#2924) - Fixed issue where a `NetworkObject` component's associated `NetworkBehaviour` components would not be detected if scene loading is disabled in the editor and the currently loaded scene has in-scene placed `NetworkObject`s. (#2912) - Fixed issue where an in-scene placed `NetworkObject` with `NetworkTransform` that is also parented under a `GameObject` would not properly synchronize when the parent `GameObject` had a world space position other than 0,0,0. (#2898) ### Changed - Change all the access modifiers of test class from Public to Internal (#2930) - Changed messages are now sorted by enum values as opposed to ordinally sorting the messages by their type name. (#2929) - Changed `NetworkClient.SessionModeTypes` to `NetworkClient.NetworkTopologyTypes`. (#2875) - Changed `NetworkClient.SessionModeType` to `NetworkClient.NetworkTopologyType`. (#2875) - Changed `NetworkConfig.SessionMode` to `NeworkConfig.NetworkTopology`. (#2875)
This commit is contained in:
@@ -27,7 +27,8 @@ namespace Unity.Netcode.Editor.CodeGen
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public override ILPPInterface GetInstance() => this;
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public override bool WillProcess(ICompiledAssembly compiledAssembly) => compiledAssembly.References.Any(filePath => Path.GetFileNameWithoutExtension(filePath) == CodeGenHelpers.RuntimeAssemblyName);
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public override bool WillProcess(ICompiledAssembly compiledAssembly) => compiledAssembly.Name == CodeGenHelpers.RuntimeAssemblyName ||
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compiledAssembly.References.Any(filePath => Path.GetFileNameWithoutExtension(filePath) == CodeGenHelpers.RuntimeAssemblyName);
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private readonly List<DiagnosticMessage> m_Diagnostics = new List<DiagnosticMessage>();
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@@ -30,7 +30,9 @@ namespace Unity.Netcode.Editor
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private SerializedProperty m_ProtocolVersionProperty;
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private SerializedProperty m_NetworkTransportProperty;
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private SerializedProperty m_TickRateProperty;
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private SerializedProperty m_SessionModeProperty;
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#if MULTIPLAYER_SDK_INSTALLED
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private SerializedProperty m_NetworkTopologyProperty;
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#endif
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private SerializedProperty m_ClientConnectionBufferTimeoutProperty;
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private SerializedProperty m_ConnectionApprovalProperty;
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private SerializedProperty m_EnsureNetworkVariableLengthSafetyProperty;
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@@ -43,6 +45,9 @@ namespace Unity.Netcode.Editor
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private SerializedProperty m_LoadSceneTimeOutProperty;
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private SerializedProperty m_PrefabsList;
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private SerializedProperty m_NetworkProfileMetrics;
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private SerializedProperty m_NetworkMessageMetrics;
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private NetworkManager m_NetworkManager;
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private bool m_Initialized;
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@@ -97,7 +102,9 @@ namespace Unity.Netcode.Editor
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m_ProtocolVersionProperty = m_NetworkConfigProperty.FindPropertyRelative("ProtocolVersion");
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m_NetworkTransportProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkTransport");
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m_TickRateProperty = m_NetworkConfigProperty.FindPropertyRelative("TickRate");
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m_SessionModeProperty = m_NetworkConfigProperty.FindPropertyRelative("SessionMode");
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#if MULTIPLAYER_SDK_INSTALLED
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m_NetworkTopologyProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkTopology");
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#endif
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m_ClientConnectionBufferTimeoutProperty = m_NetworkConfigProperty.FindPropertyRelative("ClientConnectionBufferTimeout");
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m_ConnectionApprovalProperty = m_NetworkConfigProperty.FindPropertyRelative("ConnectionApproval");
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m_EnsureNetworkVariableLengthSafetyProperty = m_NetworkConfigProperty.FindPropertyRelative("EnsureNetworkVariableLengthSafety");
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@@ -109,6 +116,11 @@ namespace Unity.Netcode.Editor
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m_SpawnTimeOutProperty = m_NetworkConfigProperty.FindPropertyRelative("SpawnTimeout");
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m_LoadSceneTimeOutProperty = m_NetworkConfigProperty.FindPropertyRelative("LoadSceneTimeOut");
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m_NetworkProfileMetrics = m_NetworkConfigProperty.FindPropertyRelative("NetworkProfileMetrics");
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#if MULTIPLAYER_TOOLS
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m_NetworkMessageMetrics = m_NetworkConfigProperty.FindPropertyRelative("NetworkMessageMetrics");
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#endif
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m_RpcHashSizeProperty = m_NetworkConfigProperty.FindPropertyRelative("RpcHashSize");
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m_PrefabsList = m_NetworkConfigProperty
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@@ -130,7 +142,9 @@ namespace Unity.Netcode.Editor
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m_ProtocolVersionProperty = m_NetworkConfigProperty.FindPropertyRelative("ProtocolVersion");
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m_NetworkTransportProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkTransport");
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m_TickRateProperty = m_NetworkConfigProperty.FindPropertyRelative("TickRate");
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m_SessionModeProperty = m_NetworkConfigProperty.FindPropertyRelative("SessionMode");
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#if MULTIPLAYER_SDK_INSTALLED
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m_NetworkTopologyProperty = m_NetworkConfigProperty.FindPropertyRelative("NetworkTopology");
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#endif
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m_ClientConnectionBufferTimeoutProperty = m_NetworkConfigProperty.FindPropertyRelative("ClientConnectionBufferTimeout");
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m_ConnectionApprovalProperty = m_NetworkConfigProperty.FindPropertyRelative("ConnectionApproval");
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m_EnsureNetworkVariableLengthSafetyProperty = m_NetworkConfigProperty.FindPropertyRelative("EnsureNetworkVariableLengthSafety");
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@@ -143,6 +157,11 @@ namespace Unity.Netcode.Editor
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m_SpawnTimeOutProperty = m_NetworkConfigProperty.FindPropertyRelative("SpawnTimeout");
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m_LoadSceneTimeOutProperty = m_NetworkConfigProperty.FindPropertyRelative("LoadSceneTimeOut");
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m_NetworkProfileMetrics = m_NetworkConfigProperty.FindPropertyRelative("NetworkProfilingMetrics");
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#if MULTIPLAYER_TOOLS
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m_NetworkMessageMetrics = m_NetworkConfigProperty.FindPropertyRelative("NetworkMessageMetrics");
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#endif
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m_RpcHashSizeProperty = m_NetworkConfigProperty.FindPropertyRelative("RpcHashSize");
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m_PrefabsList = m_NetworkConfigProperty
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.FindPropertyRelative(nameof(NetworkConfig.Prefabs))
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@@ -164,9 +183,12 @@ namespace Unity.Netcode.Editor
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serializedObject.Update();
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EditorGUILayout.PropertyField(m_RunInBackgroundProperty);
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EditorGUILayout.PropertyField(m_LogLevelProperty);
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EditorGUILayout.PropertyField(m_SessionModeProperty);
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EditorGUILayout.Space();
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EditorGUILayout.LabelField("Network Settings", EditorStyles.boldLabel);
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#if MULTIPLAYER_SDK_INSTALLED
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EditorGUILayout.PropertyField(m_NetworkTopologyProperty);
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#endif
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EditorGUILayout.PropertyField(m_ProtocolVersionProperty);
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EditorGUILayout.PropertyField(m_NetworkTransportProperty);
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if (m_NetworkTransportProperty.objectReferenceValue == null)
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@@ -200,6 +222,11 @@ namespace Unity.Netcode.Editor
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}
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EditorGUILayout.PropertyField(m_RpcHashSizeProperty);
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EditorGUILayout.PropertyField(m_NetworkProfileMetrics);
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#if MULTIPLAYER_TOOLS
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EditorGUILayout.PropertyField(m_NetworkMessageMetrics);
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#endif
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EditorGUILayout.Space();
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EditorGUILayout.LabelField("Prefab Settings", EditorStyles.boldLabel);
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EditorGUILayout.PropertyField(m_ForceSamePrefabsProperty);
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@@ -1,5 +1,7 @@
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using System.Collections.Generic;
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#if MULTIPLAYER_SDK_INSTALLED
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using System.Linq;
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#endif
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using UnityEditor;
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using UnityEngine;
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@@ -144,7 +146,9 @@ namespace Unity.Netcode.Editor
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}
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}
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// Keeping this here just in case, but it appears that in Unity 6 the visual bugs with
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// enum flags is resolved
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#if BYPASS_DEFAULT_ENUM_DRAWER && MULTIPLAYER_SDK_INSTALLED
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[CustomPropertyDrawer(typeof(NetworkObject.OwnershipStatus))]
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public class NetworkObjectOwnership : PropertyDrawer
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{
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@@ -188,4 +192,5 @@ namespace Unity.Netcode.Editor
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EditorGUI.EndProperty();
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}
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}
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#endif
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}
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@@ -53,6 +53,11 @@
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"name": "com.unity.transport",
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"expression": "2.0",
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"define": "UTP_TRANSPORT_2_0_ABOVE"
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},
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{
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"name": "com.unity.services.multiplayer",
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"expression": "0.2.0",
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"define": "MULTIPLAYER_SDK_INSTALLED"
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}
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],
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"noEngineReferences": false
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