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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@@ -586,7 +586,7 @@ namespace Unity.Netcode
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/// <param name="size"></param>
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public int MaximumTransmissionUnitSize
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{
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set => MessageManager.NonFragmentedMessageMaxSize = value;
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set => MessageManager.NonFragmentedMessageMaxSize = value & ~7; // Round down to nearest word aligned size
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get => MessageManager.NonFragmentedMessageMaxSize;
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}
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@@ -1013,6 +1013,9 @@ namespace Unity.Netcode
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OnServerStopped?.Invoke(ConnectionManager.LocalClient.IsClient);
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}
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// In the event shutdown is invoked within OnClientStopped or OnServerStopped, set it to false again
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m_ShuttingDown = false;
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// Reset the client's roles
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ConnectionManager.LocalClient.SetRole(false, false);
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