com.unity.netcode.gameobjects@1.3.1
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). ## [1.3.1] - 2023-03-27 ### Added - Added detection and graceful handling of corrupt packets for additional safety. (#2419) ### Changed - The UTP component UI has been updated to be more user-friendly for new users by adding a simple toggle to switch between local-only (127.0.0.1) and remote (0.0.0.0) binding modes, using the toggle "Allow Remote Connections" (#2408) - Updated `UnityTransport` dependency on `com.unity.transport` to 1.3.3. (#2450) - `NetworkShow()` of `NetworkObject`s are delayed until the end of the frame to ensure consistency of delta-driven variables like `NetworkList`. - Dirty `NetworkObject` are reset at end-of-frame and not at serialization time. - `NetworkHide()` of an object that was just `NetworkShow()`n produces a warning, as remote clients will _not_ get a spawn/despawn pair. - Renamed the NetworkTransform.SetState parameter `shouldGhostsInterpolate` to `teleportDisabled` for better clarity of what that parameter does. (#2228) - Network prefabs are now stored in a ScriptableObject that can be shared between NetworkManagers, and have been exposed for public access. By default, a Default Prefabs List is created that contains all NetworkObject prefabs in the project, and new NetworkManagers will default to using that unless that option is turned off in the Netcode for GameObjects settings. Existing NetworkManagers will maintain their existing lists, which can be migrated to the new format via a button in their inspector. (#2322) ### Fixed - Fixed issue where changes to a layer's weight would not synchronize unless a state transition was occurring.(#2399) - Fixed issue where `NetworkManager.LocalClientId` was returning the `NetworkTransport.ServerClientId` as opposed to the `NetworkManager.m_LocalClientId`. (#2398) - Fixed issue where a dynamically spawned `NetworkObject` parented under an in-scene placed `NetworkObject` would have its `InScenePlaced` value changed to `true`. This would result in a soft synchronization error for late joining clients. (#2396) - Fixed a UTP test that was failing when you install Unity Transport package 2.0.0 or newer. (#2347) - Fixed issue where `NetcodeSettingsProvider` would throw an exception in Unity 2020.3.x versions. (#2345) - Fixed server side issue where, depending upon component ordering, some NetworkBehaviour components might not have their OnNetworkDespawn method invoked if the client side disconnected. (#2323) - Fixed a case where data corruption could occur when using UnityTransport when reaching a certain level of send throughput. (#2332) - Fixed an issue in `UnityTransport` where an exception would be thrown if starting a Relay host/server on WebGL. This exception should only be thrown if using direct connections (where WebGL can't act as a host/server). (#2321) - Fixed `NetworkAnimator` issue where it was not checking for `AnimatorStateTtansition.destinationStateMachine` and any possible sub-states defined within it. (#2309) - Fixed `NetworkAnimator` issue where the host client was receiving the ClientRpc animation updates when the host was the owner.(#2309) - Fixed `NetworkAnimator` issue with using pooled objects and when specific properties are cleaned during despawn and destroy.(#2309) - Fixed issue where `NetworkAnimator` was checking for animation changes when the associated `NetworkObject` was not spawned.(#2309) - Corrected an issue with the documentation for BufferSerializer (#2401)
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@@ -3,6 +3,7 @@ using System.Collections.Generic;
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using UnityEngine;
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using System.Linq;
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using Unity.Collections;
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using UnityEngine.Serialization;
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namespace Unity.Netcode
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{
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@@ -30,20 +31,8 @@ namespace Unity.Netcode
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[Tooltip("When set, NetworkManager will automatically create and spawn the assigned player prefab. This can be overridden by adding it to the NetworkPrefabs list and selecting override.")]
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public GameObject PlayerPrefab;
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/// <summary>
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/// A list of prefabs that can be dynamically spawned.
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/// </summary>
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[SerializeField]
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[Tooltip("The prefabs that can be spawned across the network")]
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internal List<NetworkPrefab> NetworkPrefabs = new List<NetworkPrefab>();
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/// <summary>
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/// This dictionary provides a quick way to check and see if a NetworkPrefab has a NetworkPrefab override.
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/// Generated at runtime and OnValidate
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/// </summary>
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internal Dictionary<uint, NetworkPrefab> NetworkPrefabOverrideLinks = new Dictionary<uint, NetworkPrefab>();
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internal Dictionary<uint, uint> OverrideToNetworkPrefab = new Dictionary<uint, uint>();
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public NetworkPrefabs Prefabs = new NetworkPrefabs();
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/// <summary>
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@@ -239,7 +228,7 @@ namespace Unity.Netcode
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if (ForceSamePrefabs)
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{
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var sortedDictionary = NetworkPrefabOverrideLinks.OrderBy(x => x.Key);
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var sortedDictionary = Prefabs.NetworkPrefabOverrideLinks.OrderBy(x => x.Key);
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foreach (var sortedEntry in sortedDictionary)
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{
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@@ -273,6 +262,79 @@ namespace Unity.Netcode
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{
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return hash == GetConfig();
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}
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internal void InitializePrefabs()
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{
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if (HasOldPrefabList())
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{
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MigrateOldNetworkPrefabsToNetworkPrefabsList();
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}
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Prefabs.Initialize();
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}
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#region Legacy Network Prefab List
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[NonSerialized]
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private bool m_DidWarnOldPrefabList = false;
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private void WarnOldPrefabList()
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{
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if (!m_DidWarnOldPrefabList)
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{
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Debug.LogWarning("Using Legacy Network Prefab List. Consider Migrating.");
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m_DidWarnOldPrefabList = true;
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}
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}
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/// <summary>
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/// Returns true if the old List<NetworkPrefab> serialized data is present.
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/// </summary>
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/// <remarks>
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/// Internal use only to help migrate projects. <seealso cref="MigrateOldNetworkPrefabsToNetworkPrefabsList"/></remarks>
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internal bool HasOldPrefabList()
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{
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return OldPrefabList?.Count > 0;
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}
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/// <summary>
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/// Migrate the old format List<NetworkPrefab> prefab registration to the new NetworkPrefabsList ScriptableObject.
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/// </summary>
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/// <remarks>
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/// OnAfterDeserialize cannot instantiate new objects (e.g. NetworkPrefabsList SO) since it executes in a thread, so we have to do it later.
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/// Since NetworkConfig isn't a Unity.Object it doesn't get an Awake callback, so we have to do this in NetworkManager and expose this API.
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/// </remarks>
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internal NetworkPrefabsList MigrateOldNetworkPrefabsToNetworkPrefabsList()
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{
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if (OldPrefabList == null || OldPrefabList.Count == 0)
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{
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return null;
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}
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if (Prefabs == null)
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{
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throw new Exception("Prefabs field is null.");
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}
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Prefabs.NetworkPrefabsLists.Add(ScriptableObject.CreateInstance<NetworkPrefabsList>());
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if (OldPrefabList?.Count > 0)
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{
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// Migrate legacy types/fields
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foreach (var networkPrefab in OldPrefabList)
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{
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Prefabs.NetworkPrefabsLists[Prefabs.NetworkPrefabsLists.Count - 1].Add(networkPrefab);
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}
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}
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OldPrefabList = null;
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return Prefabs.NetworkPrefabsLists[Prefabs.NetworkPrefabsLists.Count - 1];
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}
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[FormerlySerializedAs("NetworkPrefabs")]
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[SerializeField]
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internal List<NetworkPrefab> OldPrefabList;
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#endregion
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}
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}
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