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
This commit is contained in:
Unity Technologies
2023-08-09 00:00:00 +00:00
parent 0581a42b70
commit b3bd4727ab
16 changed files with 913 additions and 386 deletions

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@@ -2,23 +2,23 @@
"name": "com.unity.netcode.gameobjects",
"displayName": "Netcode for GameObjects",
"description": "Netcode for GameObjects is a high-level netcode SDK that provides networking capabilities to GameObject/MonoBehaviour workflows within Unity and sits on top of underlying transport layer.",
"version": "1.5.2",
"version": "1.6.0",
"unity": "2020.3",
"dependencies": {
"com.unity.nuget.mono-cecil": "1.10.1",
"com.unity.transport": "1.3.4"
},
"_upm": {
"changelog": "### Added\n\n### Fixed\n\n- Fixed issue where `NetworkClient.OwnedObjects` was not returning any owned objects due to the `NetworkClient.IsConnected` not being properly set. (#2631)\n- Fixed a crash when calling TrySetParent with a null Transform (#2625)\n- Fixed issue where a `NetworkTransform` using full precision state updates was losing transform state updates when interpolation was enabled. (#2624)\n- Fixed issue where `NetworkObject.SpawnWithObservers` was not being honored for late joining clients. (#2623)\n- Fixed issue where invoking `NetworkManager.Shutdown` multiple times, depending upon the timing, could cause an exception. (#2622)\n- Fixed issue where removing ownership would not notify the server that it gained ownership. This also resolves the issue where an owner authoritative NetworkTransform would not properly initialize upon removing ownership from a remote client. (#2618)\n- Fixed ILPP issues when using CoreCLR and for certain dedicated server builds. (#2614)\n- Fixed an ILPP compile error when creating a generic NetworkBehaviour singleton with a static T instance. (#2603)\n\n### Changed"
"changelog": "### Added\n\n- Added a protected virtual method `NetworkTransform.OnInitialize(ref NetworkTransformState replicatedState)` that just returns the replicated state reference.\n \n### Fixed\n\n- 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)\n- 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)\n- Fixed issue with scale not synchronizing properly depending upon the spawn order of NetworkObjects. (#2636)\n- Fixed issue position was not properly transitioning between ownership changes with an owner authoritative NetworkTransform. (#2636)\n- 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)\n\n### Changed"
},
"upmCi": {
"footprint": "e7549ba358ade416ab85285cdf53c5a6aac35cef"
"footprint": "58b37aee2ff0caec7a160473c56e62119d3b760a"
},
"documentationUrl": "https://docs.unity3d.com/Packages/com.unity.netcode.gameobjects@1.5/manual/index.html",
"documentationUrl": "https://docs.unity3d.com/Packages/com.unity.netcode.gameobjects@1.6/manual/index.html",
"repository": {
"url": "https://github.com/Unity-Technologies/com.unity.netcode.gameobjects.git",
"type": "git",
"revision": "36368846c5bfe6cfb93adc36282507614955955c"
"revision": "4ee8da05b439a5b8f76ee6d008221c6d58b7965a"
},
"samples": [
{