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)
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@@ -660,16 +660,69 @@ namespace Unity.Netcode
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/// <param name="despawnTick">the future network tick that the <see cref="NetworkObject"/> will be despawned on non-authoritative instances</param>
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public virtual void OnDeferringDespawn(int despawnTick) { }
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/// Gets called after the <see cref="NetworkObject"/> is spawned. No NetworkBehaviours associated with the NetworkObject will have had <see cref="OnNetworkSpawn"/> invoked yet.
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/// A reference to <see cref="NetworkManager"/> is passed in as a parameter to determine the context of execution (IsServer/IsClient)
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/// </summary>
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/// <remarks>
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/// <param name="networkManager">a ref to the <see cref="NetworkManager"/> since this is not yet set on the <see cref="NetworkBehaviour"/></param>
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/// The <see cref="NetworkBehaviour"/> will not have anything assigned to it at this point in time.
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/// Settings like ownership, NetworkBehaviourId, NetworkManager, and most other spawn related properties will not be set.
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/// This can be used to handle things like initializing/instantiating a NetworkVariable or the like.
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/// </remarks>
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protected virtual void OnNetworkPreSpawn(ref NetworkManager networkManager) { }
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/// <summary>
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/// Gets called when the <see cref="NetworkObject"/> gets spawned, message handlers are ready to be registered and the network is setup.
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/// </summary>
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public virtual void OnNetworkSpawn() { }
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/// <summary>
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/// Gets called after the <see cref="NetworkObject"/> is spawned. All NetworkBehaviours associated with the NetworkObject will have had <see cref="OnNetworkSpawn"/> invoked.
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/// </summary>
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/// <remarks>
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/// Will be invoked on each <see cref="NetworkBehaviour"/> associated with the <see cref="NetworkObject"/> being spawned.
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/// All associated <see cref="NetworkBehaviour"/> components will have had <see cref="OnNetworkSpawn"/> invoked on the spawned <see cref="NetworkObject"/>.
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/// </remarks>
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protected virtual void OnNetworkPostSpawn() { }
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/// <summary>
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/// [Client-Side Only]
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/// When a new client joins it is synchronized with all spawned NetworkObjects and scenes loaded for the session joined. At the end of the synchronization process, when all
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/// <see cref="NetworkObject"/>s and scenes (if scene management is enabled) have finished synchronizing, all NetworkBehaviour components associated with spawned <see cref="NetworkObject"/>s
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/// will have this method invoked.
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/// </summary>
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/// <remarks>
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/// This can be used to handle post synchronization actions where you might need to access a different NetworkObject and/or NetworkBehaviour not local to the current NetworkObject context.
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/// This is only invoked on clients during a client-server network topology session.
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/// </remarks>
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protected virtual void OnNetworkSessionSynchronized() { }
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/// <summary>
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/// [Client & Server Side]
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/// When a scene is loaded an in-scene placed NetworkObjects are all spawned, this method is invoked on all of the newly spawned in-scene placed NetworkObjects.
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/// </summary>
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/// <remarks>
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/// This can be used to handle post scene loaded actions for in-scene placed NetworkObjcts where you might need to access a different NetworkObject and/or NetworkBehaviour not local to the current NetworkObject context.
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/// </remarks>
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protected virtual void OnInSceneObjectsSpawned() { }
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/// <summary>
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/// Gets called when the <see cref="NetworkObject"/> gets despawned. Is called both on the server and clients.
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/// </summary>
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public virtual void OnNetworkDespawn() { }
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internal void NetworkPreSpawn(ref NetworkManager networkManager)
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{
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try
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{
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OnNetworkPreSpawn(ref networkManager);
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}
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catch (Exception e)
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{
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Debug.LogException(e);
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}
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}
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internal void InternalOnNetworkSpawn()
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{
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IsSpawned = true;
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@@ -699,6 +752,42 @@ namespace Unity.Netcode
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}
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}
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internal void NetworkPostSpawn()
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{
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try
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{
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OnNetworkPostSpawn();
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}
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catch (Exception e)
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{
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Debug.LogException(e);
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}
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}
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internal void NetworkSessionSynchronized()
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{
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try
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{
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OnNetworkSessionSynchronized();
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}
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catch (Exception e)
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{
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Debug.LogException(e);
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}
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}
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internal void InSceneNetworkObjectsSpawned()
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{
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try
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{
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OnInSceneObjectsSpawned();
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}
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catch (Exception e)
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{
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Debug.LogException(e);
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}
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}
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internal void InternalOnNetworkDespawn()
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{
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IsSpawned = false;
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