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

@@ -14,7 +14,7 @@ namespace Unity.Netcode.RuntimeTests
[TestFixture(VariableLengthSafety.EnabledNetVarSafety, HostOrServer.Host)]
[TestFixture(VariableLengthSafety.DisableNetVarSafety, HostOrServer.Server)]
[TestFixture(VariableLengthSafety.EnabledNetVarSafety, HostOrServer.Server)]
public class NetworkObjectSynchronizationTests : NetcodeIntegrationTest
internal class NetworkObjectSynchronizationTests : NetcodeIntegrationTest
{
private const int k_NumberToSpawn = 30;
protected override int NumberOfClients => 0;
@@ -382,7 +382,7 @@ namespace Unity.Netcode.RuntimeTests
/// the synchronization process will continue (i.e. it will skip over that block
/// of the reader buffer).
/// </summary>
public class NetworkBehaviourWithNetworkVariables : NetworkBehaviour
internal class NetworkBehaviourWithNetworkVariables : NetworkBehaviour
{
public static int ServerSpawnCount { get; internal set; }
public static readonly Dictionary<ulong, int> ClientSpawnCount = new Dictionary<ulong, int>();
@@ -442,7 +442,7 @@ namespace Unity.Netcode.RuntimeTests
/// when variable length safety checks are off NetworkVariables still are updated
/// properly.
/// </summary>
public class NetworkBehaviourWithOwnerNetworkVariables : NetworkBehaviour
internal class NetworkBehaviourWithOwnerNetworkVariables : NetworkBehaviour
{
private NetworkVariableWritePermission m_NetworkVariableWritePermission = NetworkVariableWritePermission.Server;
/// <summary>
@@ -491,7 +491,7 @@ namespace Unity.Netcode.RuntimeTests
/// and provides a synchronization success version to validate that synchronization
/// will continue if user synchronization code fails.
/// </summary>
public class NetworkBehaviourSynchronizeFailureComponent : NetworkBehaviour
internal class NetworkBehaviourSynchronizeFailureComponent : NetworkBehaviour
{
public static int NumberOfFailureTypes { get; internal set; }
public static int ServerSpawnCount { get; internal set; }
@@ -661,11 +661,11 @@ namespace Unity.Netcode.RuntimeTests
}
}
public class NetworkBehaviourOnSynchronizeComponent : NetworkBehaviour
internal class NetworkBehaviourOnSynchronizeComponent : NetworkBehaviour
{
public SomeCustomSerializationData CustomSerializationData = new SomeCustomSerializationData();
public struct SomeCustomSerializationData : INetworkSerializable
internal struct SomeCustomSerializationData : INetworkSerializable
{
public uint Value1;
public bool Value2;