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

@@ -10,7 +10,7 @@ namespace Unity.Netcode.RuntimeTests
/// <summary>
/// Runtime tests to test the network time system with the Unity player loop.
/// </summary>
public class NetworkTimeSystemTests
internal class NetworkTimeSystemTests
{
private MonoBehaviourTest<PlayerLoopFixedTimeTestComponent> m_PlayerLoopFixedTimeTestComponent; // cache for teardown
private MonoBehaviourTest<PlayerLoopTimeTestComponent> m_PlayerLoopTimeTestComponent; // cache for teardown
@@ -117,7 +117,7 @@ namespace Unity.Netcode.RuntimeTests
}
}
public class PlayerLoopFixedTimeTestComponent : MonoBehaviour, IMonoBehaviourTest
internal class PlayerLoopFixedTimeTestComponent : MonoBehaviour, IMonoBehaviourTest
{
public const int Passes = 100;
@@ -184,7 +184,7 @@ namespace Unity.Netcode.RuntimeTests
public bool IsTestFinished => m_UpdatePasses >= Passes;
}
public class PlayerLoopTimeTestComponent : MonoBehaviour, IMonoBehaviourTest
internal class PlayerLoopTimeTestComponent : MonoBehaviour, IMonoBehaviourTest
{
public const int Passes = 100;

View File

@@ -9,7 +9,7 @@ namespace Unity.Netcode.RuntimeTests
/// <summary>
/// Tests that the time and tick system are initialized properly
/// </summary>
public class TimeInitializationTest
internal class TimeInitializationTest
{
private int m_ClientTickCounter;
private int m_ConnectedTick;

View File

@@ -11,7 +11,7 @@ namespace Unity.Netcode.RuntimeTests
/// <summary>
/// Tests the times of two clients connecting to a server using the SIPTransport (returns 50ms RTT but has no latency simulation)
/// </summary>
public class TimeIntegrationTest : NetcodeIntegrationTest
internal class TimeIntegrationTest : NetcodeIntegrationTest
{
private const double k_AdditionalTimeTolerance = 0.3333d; // magic number and in theory not needed but without this mac os test fail in Yamato because it looks like we get random framerate drops during unit test.