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)
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@@ -1081,14 +1081,19 @@ namespace Unity.Netcode
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}
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else
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{
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var message = new SceneEventMessage
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// Send to each individual client to assure only the in-scene placed NetworkObjects being observed by the client
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// is serialized
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foreach (var clientId in targetClientIds)
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{
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EventData = sceneEvent,
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};
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var size = NetworkManager.ConnectionManager.SendMessage(ref message, k_DeliveryType, targetClientIds);
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NetworkManager.NetworkMetrics.TrackSceneEventSent(targetClientIds, (uint)SceneEventDataStore[sceneEventId].SceneEventType, SceneNameFromHash(SceneEventDataStore[sceneEventId].SceneHash), size);
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sceneEvent.TargetClientId = clientId;
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var message = new SceneEventMessage
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{
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EventData = sceneEvent,
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};
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var size = NetworkManager.ConnectionManager.SendMessage(ref message, k_DeliveryType, clientId);
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NetworkManager.NetworkMetrics.TrackSceneEventSent(clientId, (uint)sceneEvent.SceneEventType, SceneNameFromHash(sceneEvent.SceneHash), size);
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}
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}
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}
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/// <summary>
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@@ -1898,10 +1903,12 @@ namespace Unity.Netcode
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SendSceneEventData(sceneEventData.SceneEventId, NetworkManager.ConnectedClientsIds.Where(c => c != sessionOwner).ToArray());
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m_IsSceneEventActive = false;
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sceneEventData.SceneEventType = SceneEventType.LoadComplete;
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//First, notify local server that the scene was loaded
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OnSceneEvent?.Invoke(new SceneEvent()
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{
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SceneEventType = SceneEventType.LoadComplete,
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SceneEventType = sceneEventData.SceneEventType,
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LoadSceneMode = sceneEventData.LoadSceneMode,
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SceneName = SceneNameFromHash(sceneEventData.SceneHash),
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ClientId = NetworkManager.LocalClientId,
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