com.unity.netcode.gameobjects@2.2.0

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).

## [2.2.0] - 2024-12-12

### Added

- Added `NetworkObject.OwnershipStatus.SessionOwner` to allow Network Objects to be distributable and only owned by the Session Owner. This flag will override all other `OwnershipStatus` flags. (#3175)
- Added `UnityTransport.GetEndpoint` method to provide a way to obtain `NetworkEndpoint` information of a connection via client identifier. (#3130)
- Added `NetworkTransport.OnEarlyUpdate` and `NetworkTransport.OnPostLateUpdate` methods to provide more control over handling transport related events at the start and end of each frame. (#3113)

### Fixed

- Fixed issue where the server, host, or session owner would not populate the in-scene place `NetworkObject` table if the scene was loaded prior to starting the `NetworkManager`. (#3177)
- Fixed issue where the `NetworkObjectIdHash` value could be incorrect when entering play mode while still in prefab edit mode with pending changes and using MPPM. (#3162)
- Fixed issue where a sever only `NetworkManager` instance would spawn the actual `NetworkPrefab`'s `GameObject` as opposed to creating an instance of it. (#3160)
- Fixed issue where only the session owner (as opposed to all clients) would handle spawning prefab overrides properly when using a distributed authority network topology. (#3160)
- Fixed issue where an exception was thrown when calling `NetworkManager.Shutdown` after calling `UnityTransport.Shutdown`. (#3118)
- Fixed issue where `NetworkList` properties on in-scene placed `NetworkObject`s could cause small memory leaks when entering playmode. (#3147)
- Fixed in-scene `NertworkObject` synchronization issue when loading a scene with currently connected clients connected to a session created by a `NetworkManager` started as a server (i.e. not as a host). (#3133)
- Fixed issue where a `NetworkManager` started as a server would not add itself as an observer to in-scene placed `NetworkObject`s instantiated and spawned by a scene loading event. (#3133)
- Fixed issue where spawning a player using `NetworkObject.InstantiateAndSpawn` or `NetworkSpawnManager.InstantiateAndSpawn` would not update the `NetworkSpawnManager.PlayerObjects` or assign the newly spawned player to the `NetworkClient.PlayerObject`. (#3122)
- Fixed issue where queued UnitTransport (NetworkTransport) message batches were being sent on the next frame. They are now sent at the end of the frame during `PostLateUpdate`.  (#3113)
- Fixed issue where `NotOwnerRpcTarget` or `OwnerRpcTarget` were not using their replacements `NotAuthorityRpcTarget` and `AuthorityRpcTarget` which would invoke a warning. (#3111)
- Fixed issue where client is removed as an observer from spawned objects when their player instance is despawned. (#3110)
- Fixed issue where `NetworkAnimator` would statically allocate write buffer space for `Animator` parameters that could cause a write error if the number of parameters exceeded the space allocated. (#3108)

### Changed

- In-scene placed `NetworkObject`s have been made distributable when balancing object distribution after a connection event. (#3175)
- Optimised `NetworkVariable` and `NetworkTransform` related packets when in Distributed Authority mode.
- The Debug Simulator section of the Unity Transport component was removed. This section was not functional anymore and users are now recommended to use the more featureful [Network Simulator](https://docs-multiplayer.unity3d.com/tools/current/tools-network-simulator/) tool from the Multiplayer Tools package instead. (#3121)
This commit is contained in:
Unity Technologies
2024-12-12 00:00:00 +00:00
parent 016788c21e
commit 8fe07bbad2
78 changed files with 2243 additions and 1187 deletions

View File

@@ -180,7 +180,7 @@ namespace Unity.Netcode.Components
/// </summary>
/// <remarks>
/// For <see cref="Rigidbody2D"/>, only the x and y components of the <see cref="Vector3"/> are applied.
/// </remarks>
/// </remarks>
public void SetLinearVelocity(Vector3 linearVelocity)
{
if (m_IsRigidbody2D)
@@ -546,7 +546,7 @@ namespace Unity.Netcode.Components
{
if (IsKinematic())
{
// If not already set to interpolate then set the Rigidbody to interpolate
// If not already set to interpolate then set the Rigidbody to interpolate
if (m_InternalRigidbody.interpolation == RigidbodyInterpolation.Extrapolate)
{
// Sleep until the next fixed update when switching from extrapolation to interpolation
@@ -849,36 +849,30 @@ namespace Unity.Netcode.Components
}
if (UseRigidBodyForMotion)
{
if (m_IsRigidbody2D)
if (m_IsRigidbody2D && FixedJoint2D != null)
{
if (FixedJoint2D != null)
if (!m_FixedJoint2DUsingGravity)
{
if (!m_FixedJoint2DUsingGravity)
{
FixedJoint2D.connectedBody.gravityScale = m_OriginalGravityScale;
}
FixedJoint2D.connectedBody = null;
Destroy(FixedJoint2D);
FixedJoint2D = null;
ResetInterpolation();
RemoveFromParentBody();
FixedJoint2D.connectedBody.gravityScale = m_OriginalGravityScale;
}
FixedJoint2D.connectedBody = null;
Destroy(FixedJoint2D);
FixedJoint2D = null;
ResetInterpolation();
RemoveFromParentBody();
}
else
else if (FixedJoint != null)
{
if (FixedJoint != null)
{
FixedJoint.connectedBody = null;
m_InternalRigidbody.useGravity = m_OriginalGravitySetting;
Destroy(FixedJoint);
FixedJoint = null;
ResetInterpolation();
RemoveFromParentBody();
}
FixedJoint.connectedBody = null;
m_InternalRigidbody.useGravity = m_OriginalGravitySetting;
Destroy(FixedJoint);
FixedJoint = null;
ResetInterpolation();
RemoveFromParentBody();
}
}
}
}
}
#endif // COM_UNITY_MODULES_PHYSICS
// COM_UNITY_MODULES_PHYSICS
#endif