com.unity.netcode.gameobjects@1.4.0
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). ## [1.4.0] - 2023-04-10 ### Added - Added a way to access the GlobalObjectIdHash via PrefabIdHash for use in the Connection Approval Callback. (#2437) - Added `OnServerStarted` and `OnServerStopped` events that will trigger only on the server (or host player) to notify that the server just started or is no longer active (#2420) - Added `OnClientStarted` and `OnClientStopped` events that will trigger only on the client (or host player) to notify that the client just started or is no longer active (#2420) - Added `NetworkTransform.UseHalfFloatPrecision` property that, when enabled, will use half float values for position, rotation, and scale. This yields a 50% bandwidth savings a the cost of precision. (#2388) - Added `NetworkTransform.UseQuaternionSynchronization` property that, when enabled, will synchronize the entire quaternion. (#2388) - Added `NetworkTransform.UseQuaternionCompression` property that, when enabled, will use a smallest three implementation reducing a full quaternion synchronization update to the size of an unsigned integer. (#2388) - Added `NetworkTransform.SlerpPosition` property that, when enabled along with interpolation being enabled, will interpolate using `Vector3.Slerp`. (#2388) - Added `BufferedLinearInterpolatorVector3` that replaces the float version, is now used by `NetworkTransform`, and provides the ability to enable or disable `Slerp`. (#2388) - Added `HalfVector3` used for scale when half float precision is enabled. (#2388) - Added `HalfVector4` used for rotation when half float precision and quaternion synchronization is enabled. (#2388) - Added `HalfVector3DeltaPosition` used for position when half float precision is enabled. This handles loss in position precision by updating only the delta position as opposed to the full position. (#2388) - Added `NetworkTransform.GetSpaceRelativePosition` and `NetworkTransform.GetSpaceRelativeRotation` helper methods to return the proper values depending upon whether local or world space. (#2388) - Added `NetworkTransform.OnAuthorityPushTransformState` virtual method that is invoked just prior to sending the `NetworkTransformState` to non-authoritative instances. This provides users with the ability to obtain more precise delta values for prediction related calculations. (#2388) - Added `NetworkTransform.OnNetworkTransformStateUpdated` virtual method that is invoked just after the authoritative `NetworkTransformState` is applied. This provides users with the ability to obtain more precise delta values for prediction related calculations. (#2388) - Added `NetworkTransform.OnInitialize`virtual method that is invoked after the `NetworkTransform` has been initialized or re-initialized when ownership changes. This provides for a way to make adjustments when `NetworkTransform` is initialized (i.e. resetting client prediction etc) (#2388) - Added `NetworkObject.SynchronizeTransform` property (default is true) that provides users with another way to help with bandwidth optimizations where, when set to false, the `NetworkObject`'s associated transform will not be included when spawning and/or synchronizing late joining players. (#2388) - Added `NetworkSceneManager.ActiveSceneSynchronizationEnabled` property, disabled by default, that enables client synchronization of server-side active scene changes. (#2383) - Added `NetworkObject.ActiveSceneSynchronization`, disabled by default, that will automatically migrate a `NetworkObject` to a newly assigned active scene. (#2383) - Added `NetworkObject.SceneMigrationSynchronization`, enabled by default, that will synchronize client(s) when a `NetworkObject` is migrated into a new scene on the server side via `SceneManager.MoveGameObjectToScene`. (#2383) ### Changed - Made sure the `CheckObjectVisibility` delegate is checked and applied, upon `NetworkShow` attempt. Found while supporting (#2454), although this is not a fix for this (already fixed) issue. (#2463) - Changed `NetworkTransform` authority handles delta checks on each new network tick and no longer consumes processing cycles checking for deltas for all frames in-between ticks. (#2388) - Changed the `NetworkTransformState` structure is now public and now has public methods that provide access to key properties of the `NetworkTransformState` structure. (#2388) - Changed `NetworkTransform` interpolation adjusts its interpolation "ticks ago" to be 2 ticks latent if it is owner authoritative and the instance is not the server or 1 tick latent if the instance is the server and/or is server authoritative. (#2388) - Updated `NetworkSceneManager` to migrate dynamically spawned `NetworkObject`s with `DestroyWithScene` set to false into the active scene if their current scene is unloaded. (#2383) - Updated the server to synchronize its local `NetworkSceneManager.ClientSynchronizationMode` during the initial client synchronization. (#2383) ### Fixed - Fixed issue where during client synchronization the synchronizing client could receive a ObjectSceneChanged message before the client-side NetworkObject instance had been instantiated and spawned. (#2502) - Fixed issue where `NetworkAnimator` was building client RPC parameters to exclude the host from sending itself messages but was not including it in the ClientRpc parameters. (#2492) - Fixed issue where `NetworkAnimator` was not properly detecting and synchronizing cross fade initiated transitions. (#2481) - Fixed issue where `NetworkAnimator` was not properly synchronizing animation state updates. (#2481) - Fixed float NetworkVariables not being rendered properly in the inspector of NetworkObjects. (#2441) - Fixed an issue where Named Message Handlers could remove themselves causing an exception when the metrics tried to access the name of the message.(#2426) - Fixed registry of public `NetworkVariable`s in derived `NetworkBehaviour`s (#2423) - Fixed issue where runtime association of `Animator` properties to `AnimationCurve`s would cause `NetworkAnimator` to attempt to update those changes. (#2416) - Fixed issue where `NetworkAnimator` would not check if its associated `Animator` was valid during serialization and would spam exceptions in the editor console. (#2416) - Fixed issue with a child's rotation rolling over when interpolation is enabled on a `NetworkTransform`. Now using half precision or full quaternion synchronization will always update all axis. (#2388) - Fixed issue where `NetworkTransform` was not setting the teleport flag when the `NetworkTransform.InLocalSpace` value changed. This issue only impacted `NetworkTransform` when interpolation was enabled. (#2388) - Fixed issue when the `NetworkSceneManager.ClientSynchronizationMode` is `LoadSceneMode.Additive` and the server changes the currently active scene prior to a client connecting then upon a client connecting and being synchronized the NetworkSceneManager would clear its internal ScenePlacedObjects list that could already be populated. (#2383) - Fixed issue where a client would load duplicate scenes of already preloaded scenes during the initial client synchronization and `NetworkSceneManager.ClientSynchronizationMode` was set to `LoadSceneMode.Additive`. (#2383)
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Components/HalfVector3.cs
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Components/HalfVector3.cs
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using System.Runtime.CompilerServices;
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using Unity.Mathematics;
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using UnityEngine;
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namespace Unity.Netcode.Components
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{
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/// <summary>
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/// Half float precision <see cref="Vector3"/>.
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/// </summary>
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/// <remarks>
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/// The Vector3T<ushort> values are half float values returned by <see cref="Mathf.FloatToHalf(float)"/> for each
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/// individual axis and the 16 bits of the half float are stored as <see cref="ushort"/> values since C# does not have
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/// a half float type.
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/// </remarks>
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public struct HalfVector3 : INetworkSerializable
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{
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internal const int Length = 3;
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/// <summary>
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/// The half float precision value of the x-axis as a <see cref="half"/>.
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/// </summary>
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public half X => Axis.x;
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/// <summary>
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/// The half float precision value of the y-axis as a <see cref="half"/>.
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/// </summary>
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public half Y => Axis.y;
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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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/// <summary>
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/// Used to store the half float precision values as a <see cref="half3"/>
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/// </summary>
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public half3 Axis;
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/// <summary>
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/// Determine which axis will be synchronized during serialization
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/// </summary>
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public bool3 AxisToSynchronize;
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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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{
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if (AxisToSynchronize[i])
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{
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writer.WriteUnmanagedSafe(Axis[i]);
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}
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}
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}
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private void SerializeRead(FastBufferReader reader)
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{
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for (int i = 0; i < Length; i++)
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{
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if (AxisToSynchronize[i])
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{
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var axisValue = Axis[i];
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reader.ReadUnmanagedSafe(out axisValue);
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Axis[i] = axisValue;
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}
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}
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}
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/// <summary>
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/// The serialization implementation of <see cref="INetworkSerializable"/>.
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/// </summary>
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public void NetworkSerialize<T>(BufferSerializer<T> serializer) where T : IReaderWriter
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{
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if (serializer.IsReader)
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{
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SerializeRead(serializer.GetFastBufferReader());
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}
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else
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{
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SerializeWrite(serializer.GetFastBufferWriter());
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}
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}
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/// <summary>
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/// Gets the full precision value as a <see cref="Vector3"/>.
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/// </summary>
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/// <returns>a <see cref="Vector3"/> as the full precision value.</returns>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public Vector3 ToVector3()
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{
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Vector3 fullPrecision = Vector3.zero;
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Vector3 fullConversion = math.float3(Axis);
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for (int i = 0; i < Length; i++)
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{
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if (AxisToSynchronize[i])
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{
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fullPrecision[i] = fullConversion[i];
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}
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}
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return fullPrecision;
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}
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/// <summary>
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/// Converts a full precision <see cref="Vector3"/> to half precision and updates the current instance.
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/// </summary>
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/// <param name="vector3">The <see cref="Vector3"/> to convert.</param>
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[MethodImpl(MethodImplOptions.AggressiveInlining)]
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public void UpdateFrom(ref Vector3 vector3)
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{
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var half3Full = math.half3(vector3);
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for (int i = 0; i < Length; i++)
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{
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if (AxisToSynchronize[i])
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{
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Axis[i] = half3Full[i];
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}
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}
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}
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/// <summary>
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/// Constructor
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/// </summary>
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/// <param name="vector3">The initial axial values (converted to half floats) when instantiated.</param>
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/// <param name="vector3AxisToSynchronize">The axis to synchronize.</param>
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public HalfVector3(Vector3 vector3, bool3 axisToSynchronize)
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{
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Axis = half3.zero;
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AxisToSynchronize = axisToSynchronize;
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UpdateFrom(ref vector3);
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}
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/// <summary>
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/// Constructor that defaults to all axis being synchronized.
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/// </summary>
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/// <param name="vector3">The initial axial values (converted to half floats) when instantiated.</param>
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public HalfVector3(Vector3 vector3) : this(vector3, math.bool3(true))
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{
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}
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/// <summary>
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/// Constructor
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/// </summary>
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/// <param name="x">The initial x axis (converted to half float) value when instantiated.</param>
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/// <param name="y">The initial y axis (converted to half float) value when instantiated.</param>
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/// <param name="z">The initial z axis (converted to half float) value when instantiated.</param>
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/// <param name="axisToSynchronize">The axis to synchronize.</param>
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public HalfVector3(float x, float y, float z, bool3 axisToSynchronize) : this(new Vector3(x, y, z), axisToSynchronize)
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{
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}
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/// <summary>
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/// Constructor that defaults to all axis being synchronized.
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/// </summary>
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/// <param name="x">The initial x axis (converted to half float) value when instantiated.</param>
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/// <param name="y">The initial y axis (converted to half float) value when instantiated.</param>
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/// <param name="z">The initial z axis (converted to half float) value when instantiated.</param>
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public HalfVector3(float x, float y, float z) : this(new Vector3(x, y, z), math.bool3(true))
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{
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}
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}
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}
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