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). ## [1.10.0] - 2024-07-22 ### Added - Added `NetworkBehaviour.OnNetworkPreSpawn` and `NetworkBehaviour.OnNetworkPostSpawn` methods that provide the ability to handle pre and post spawning actions during the `NetworkObject` spawn sequence. (#2906) - 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. (#2906) - 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. (#2906) ### Fixed - Fixed issue where the realtime network stats monitor was not able to display RPC traffic in release builds due to those stats being only available in development builds or the editor. (#2980) - Fixed issue where `NetworkManager.ScenesLoaded` was not being updated if `PostSynchronizationSceneUnloading` was set and any loaded scenes not used during synchronization were unloaded.(#2977) - Fixed issue where internal delta serialization could not have a byte serializer defined when serializing deltas for other types. Added `[GenerateSerializationForType(typeof(byte))]` to both the `NetworkVariable` and `AnticipatedNetworkVariable` classes to assure a byte serializer is defined. (#2953) - Fixed issue with the client count not being correct on the host or server side when a client disconnects itself from a session. (#2941) - Fixed issue with the host trying to send itself a message that it has connected when first starting up. (#2941) - Fixed issue where in-scene placed NetworkObjects could be destroyed if a client disconnects early and/or before approval. (#2923) - Fixed issue where `NetworkDeltaPosition` would "jitter" periodically if both unreliable delta state updates and half-floats were used together. (#2922) - Fixed issue where `NetworkRigidbody2D` would not properly change body type based on the instance's authority when spawned. (#2916) - 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. (#2906) - 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. (#2895) ### Changed
This commit is contained in:
@@ -27,7 +27,7 @@ namespace Unity.Netcode
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// RuntimeAccessModifiersILPP will make this `public`
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internal static readonly Dictionary<uint, RpcReceiveHandler> __rpc_func_table = new Dictionary<uint, RpcReceiveHandler>();
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#if DEVELOPMENT_BUILD || UNITY_EDITOR
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#if DEVELOPMENT_BUILD || UNITY_EDITOR || UNITY_MP_TOOLS_NET_STATS_MONITOR_ENABLED_IN_RELEASE
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// RuntimeAccessModifiersILPP will make this `public`
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internal static readonly Dictionary<uint, string> __rpc_name_table = new Dictionary<uint, string>();
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#endif
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@@ -463,20 +463,21 @@ namespace Unity.Netcode
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public event Action OnServerStarted = null;
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/// <summary>
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/// The callback to invoke once the local client is ready
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/// The callback to invoke once the local client is ready.
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/// </summary>
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public event Action OnClientStarted = null;
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/// <summary>
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/// This callback is invoked once the local server is stopped.
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/// </summary>
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/// <remarks>The bool parameter will be set to true when stopping a host instance and false when stopping a server instance.</remarks>
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/// <param name="arg1">The first parameter of this event will be set to <see cref="true"/> when stopping a host instance and <see cref="false"/> when stopping a server instance.</param>
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public event Action<bool> OnServerStopped = null;
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/// <summary>
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/// The callback to invoke once the local client stops
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/// The callback to invoke once the local client stops.
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/// </summary>
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/// <remarks>The parameter states whether the client was running in host mode</remarks>
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/// <remarks>The bool parameter will be set to true when stopping a host client and false when stopping a standard client instance.</remarks>
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/// <param name="arg1">The first parameter of this event will be set to <see cref="true"/> when stopping the host client and <see cref="false"/> when stopping a standard client instance.</param>
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public event Action<bool> OnClientStopped = null;
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@@ -1187,7 +1188,6 @@ namespace Unity.Netcode
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// Everything is shutdown in the order of their dependencies
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DeferredMessageManager?.CleanupAllTriggers();
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CustomMessagingManager = null;
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RpcTarget?.Dispose();
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RpcTarget = null;
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@@ -1198,6 +1198,8 @@ namespace Unity.Netcode
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// Shutdown connection manager last which shuts down transport
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ConnectionManager.Shutdown();
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CustomMessagingManager = null;
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if (MessageManager != null)
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{
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MessageManager.Dispose();
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