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