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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@@ -7,7 +7,7 @@ namespace Unity.Netcode.EditorTests
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/// <summary>
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/// Tests for running a <see cref="NetworkTimeSystem"/> as a client.
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/// </summary>
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public class ClientNetworkTimeSystemTests
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internal class ClientNetworkTimeSystemTests
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{
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private const double k_AcceptableRttOffset = 0.03d; // 30ms offset is fine
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@@ -7,7 +7,7 @@ using Random = System.Random;
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namespace Unity.Netcode.EditorTests
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{
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public class NetworkTimeTests
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internal class NetworkTimeTests
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{
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[Test]
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[TestCase(0d, 0u)]
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@@ -3,7 +3,7 @@ using UnityEngine;
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namespace Unity.Netcode.EditorTests
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{
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public class ServerNetworkTimeSystemTests
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internal class ServerNetworkTimeSystemTests
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{
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/// <summary>
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@@ -7,7 +7,7 @@ namespace Unity.Netcode.EditorTests
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/// <summary>
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/// Helper functions for timing related tests. Allows to get a set of time steps and simulate time advancing without the need of a full playmode test.
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/// </summary>
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public static class TimingTestHelper
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internal static class TimingTestHelper
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{
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public static List<float> GetRandomTimeSteps(float totalDuration, float min, float max, int seed)
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{
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