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:
Unity Technologies
2024-05-31 00:00:00 +00:00
parent 143a6cbd34
commit 63c7e4c78a
177 changed files with 1792 additions and 820 deletions

View File

@@ -17,7 +17,7 @@ namespace Unity.Netcode.RuntimeTests
/// Validates that distributable NetworkObjects are distributed upon
/// a client connecting or disconnecting.
/// </summary>
public class DistributeObjectsTests : IntegrationTestWithApproximation
internal class DistributeObjectsTests : IntegrationTestWithApproximation
{
private GameObject m_DistributeObject;
@@ -352,7 +352,7 @@ namespace Unity.Netcode.RuntimeTests
/// This keeps track of each clients perspective of which NetworkObjects are owned by which client.
/// It is used to validate that all clients are in synch with ownership updates.
/// </summary>
public class DistributeObjectsTestHelper : NetworkBehaviour
internal class DistributeObjectsTestHelper : NetworkBehaviour
{
/// <summary>
/// [Client Context][Client Owners][NetworkObjectId][NetworkObject]
@@ -426,7 +426,7 @@ namespace Unity.Netcode.RuntimeTests
/// This is used to validate that upon distributed ownership changes NetworkTransform sycnhronization
/// still works properly.
/// </summary>
public class DistributeTestTransform : NetworkTransform
internal class DistributeTestTransform : NetworkTransform
{
private float m_DeltaVarPosition = 0.15f;
private float m_DeltaVarQauternion = 0.015f;
@@ -475,10 +475,8 @@ namespace Unity.Netcode.RuntimeTests
m_ReachedTarget = false;
}
protected override void Update()
public override void OnUpdate()
{
base.Update();
if (CanCommitToTransform)
{
if (!m_ReachedTarget)