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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@@ -14,7 +14,7 @@ namespace Unity.Netcode.RuntimeTests
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[TestFixture(HostOrServer.Host)]
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[TestFixture(HostOrServer.Server)]
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[TestFixture(HostOrServer.DAHost)]
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public class NetworkClientAndPlayerObjectTests : NetcodeIntegrationTest
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internal class NetworkClientAndPlayerObjectTests : NetcodeIntegrationTest
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{
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private const int k_PlayerPrefabCount = 6;
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protected override int NumberOfClients => 2;
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@@ -168,7 +168,7 @@ namespace Unity.Netcode.RuntimeTests
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[UnityTest]
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public IEnumerator ValidateNetworkClients()
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{
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// Validate the initial clients created
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// Validate the initial clients created
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yield return WaitForConditionOrTimeOut(AllNetworkClientsValidated);
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AssertOnTimeout($"[Start] Not all NetworkClients were valid!\n{m_ErrorLogLevel1}");
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@@ -190,7 +190,7 @@ namespace Unity.Netcode.RuntimeTests
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}
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/// <summary>
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/// Verify that all NetworkClients are pointing to the correct player object, even if
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/// Verify that all NetworkClients are pointing to the correct player object, even if
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/// the player object is changed.
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/// </summary>
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private bool ValidatePlayerObjectOnClients(NetworkManager clientToValidate)
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