com.unity.netcode.gameobjects@1.6.0
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). ## [1.6.0] - 2023-08-09 ### Added - Added a protected virtual method `NetworkTransform.OnInitialize(ref NetworkTransformState replicatedState)` that just returns the replicated state reference. ### Fixed - Fixed issue where invoking `NetworkManager.Shutdown` within `NetworkManager.OnClientStopped` or `NetworkManager.OnServerStopped` would force `NetworkManager.ShutdownInProgress` to remain true after completing the shutdown process. (#2661) - Fixed issue with client synchronization of position when using half precision and the delta position reaches the maximum value and is collapsed on the host prior to being forwarded to the non-owner clients. (#2636) - Fixed issue with scale not synchronizing properly depending upon the spawn order of NetworkObjects. (#2636) - Fixed issue position was not properly transitioning between ownership changes with an owner authoritative NetworkTransform. (#2636) - Fixed issue where a late joining non-owner client could update an owner authoritative NetworkTransform if ownership changed without any updates to position prior to the non-owner client joining. (#2636) ### Changed
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@@ -27,7 +27,7 @@ namespace Unity.Netcode.Components
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/// <summary>
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/// The half float precision value of the z-axis as a <see cref="half"/>.
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/// </summary>
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public half Z => Axis.x;
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public half Z => Axis.z;
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/// <summary>
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/// Used to store the half float precision values as a <see cref="half3"/>
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@@ -39,6 +39,17 @@ namespace Unity.Netcode.Components
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/// </summary>
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public bool3 AxisToSynchronize;
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/// <summary>
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/// Directly sets each axial value to the passed in full precision values
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/// that are converted to half precision
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/// </summary>
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internal void Set(float x, float y, float z)
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{
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Axis.x = math.half(x);
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Axis.y = math.half(y);
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Axis.z = math.half(z);
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}
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private void SerializeWrite(FastBufferWriter writer)
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{
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for (int i = 0; i < Length; i++)
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