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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@@ -222,6 +222,12 @@ namespace Unity.Netcode
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}
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// When scene management is disabled we notify after everything is synchronized
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networkManager.ConnectionManager.InvokeOnClientConnectedCallback(context.SenderId);
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// For convenience, notify all NetworkBehaviours that synchronization is complete.
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foreach (var networkObject in networkManager.SpawnManager.SpawnedObjectsList)
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{
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networkObject.InternalNetworkSessionSynchronized();
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}
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}
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else
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{
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@@ -230,16 +236,22 @@ namespace Unity.Netcode
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// Mark the client being connected
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networkManager.IsConnectedClient = true;
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// Spawn any in-scene placed NetworkObjects
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networkManager.SpawnManager.ServerSpawnSceneObjectsOnStartSweep();
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networkManager.SceneManager.IsRestoringSession = IsRestoredSession;
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// Spawn the local player of the session owner
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if (networkManager.AutoSpawnPlayerPrefabClientSide)
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if (!IsRestoredSession)
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{
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networkManager.ConnectionManager.CreateAndSpawnPlayer(OwnerClientId);
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// Spawn any in-scene placed NetworkObjects
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networkManager.SpawnManager.ServerSpawnSceneObjectsOnStartSweep();
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// Spawn the local player of the session owner
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if (networkManager.AutoSpawnPlayerPrefabClientSide)
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{
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networkManager.ConnectionManager.CreateAndSpawnPlayer(OwnerClientId);
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}
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// Synchronize the service with the initial session owner's loaded scenes and spawned objects
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networkManager.SceneManager.SynchronizeNetworkObjects(NetworkManager.ServerClientId);
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}
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// Synchronize the service with the initial session owner's loaded scenes and spawned objects
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networkManager.SceneManager.SynchronizeNetworkObjects(NetworkManager.ServerClientId);
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}
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}
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ConnectedClientIds.Dispose();
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