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events that will trigger only on the server (or host player) to notify that the server just started or is no longer active (#2420) - Added `OnClientStarted` and `OnClientStopped` events that will trigger only on the client (or host player) to notify that the client just started or is no longer active (#2420) - Added `NetworkTransform.UseHalfFloatPrecision` property that, when enabled, will use half float values for position, rotation, and scale.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)
This commit is contained in:
@@ -1,7 +1,7 @@
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Collections.Generic;
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using Mono.Cecil;
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using Mono.Cecil.Cil;
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using Mono.Cecil.Rocks;
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@@ -1,7 +1,7 @@
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Collections.Generic;
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using Mono.Cecil;
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using Mono.Cecil.Cil;
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using Unity.CompilationPipeline.Common.Diagnostics;
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@@ -1,7 +1,7 @@
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using System;
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using System.Collections.Generic;
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using System.IO;
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using System.Linq;
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using System.Collections.Generic;
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using System.Runtime.CompilerServices;
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using Mono.Cecil;
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using Mono.Cecil.Cil;
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@@ -9,9 +9,9 @@ using Mono.Cecil.Rocks;
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using Unity.CompilationPipeline.Common.Diagnostics;
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using Unity.CompilationPipeline.Common.ILPostProcessing;
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using UnityEngine;
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using ILPPInterface = Unity.CompilationPipeline.Common.ILPostProcessing.ILPostProcessor;
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using MethodAttributes = Mono.Cecil.MethodAttributes;
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using ParameterAttributes = Mono.Cecil.ParameterAttributes;
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using ILPPInterface = Unity.CompilationPipeline.Common.ILPostProcessing.ILPostProcessor;
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namespace Unity.Netcode.Editor.CodeGen
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{
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@@ -837,6 +837,58 @@ namespace Unity.Netcode.Editor.CodeGen
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GetAllFieldsAndResolveGenerics(resolved, ref fieldTypes, genericParams);
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}
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private void GetAllBaseTypesAndResolveGenerics(TypeDefinition type, ref List<TypeReference> baseTypes, Dictionary<string, TypeReference> genericParameters)
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{
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if (type == null || type.BaseType == null || type.BaseType.Name == "Object")
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{
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return;
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}
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var baseType = type.BaseType;
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var genericParams = new Dictionary<string, TypeReference>();
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if (baseType.IsGenericInstance)
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{
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var genericType = (GenericInstanceType)baseType;
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var newGenericType = new GenericInstanceType(baseType.Resolve());
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for (var i = 0; i < genericType.GenericArguments.Count; ++i)
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{
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var argument = genericType.GenericArguments[i];
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if (genericParameters != null && genericParameters.ContainsKey(argument.Name))
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{
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newGenericType.GenericArguments.Add(genericParameters[argument.Name]);
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genericParams[baseType.Resolve().GenericParameters[newGenericType.GenericArguments.Count - 1].Name] = genericParameters[argument.Name];
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}
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else
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{
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newGenericType.GenericArguments.Add(argument);
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}
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}
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baseTypes.Add(newGenericType);
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}
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else
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{
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baseTypes.Add(baseType);
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}
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var resolved = type.BaseType.Resolve();
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if (type.BaseType.IsGenericInstance)
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{
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var genericType = (GenericInstanceType)type.BaseType;
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for (var i = 0; i < genericType.GenericArguments.Count; ++i)
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{
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if (!genericParams.ContainsKey(resolved.GenericParameters[i].Name))
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{
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genericParams[resolved.GenericParameters[i].Name] = genericType.GenericArguments[i];
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}
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}
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}
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GetAllBaseTypesAndResolveGenerics(resolved, ref baseTypes, genericParams);
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}
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private void ProcessNetworkBehaviour(TypeDefinition typeDefinition, string[] assemblyDefines)
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{
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var rpcHandlers = new List<(uint RpcMethodId, MethodDefinition RpcHandler)>();
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@@ -898,6 +950,34 @@ namespace Unity.Netcode.Editor.CodeGen
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}
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}
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}
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{
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var baseTypes = new List<TypeReference>();
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var genericParams = new Dictionary<string, TypeReference>();
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var resolved = type.Resolve();
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if (type.IsGenericInstance)
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{
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var genericType = (GenericInstanceType)type;
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for (var i = 0; i < genericType.GenericArguments.Count; ++i)
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{
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genericParams[resolved.GenericParameters[i].Name] = genericType.GenericArguments[i];
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}
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}
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GetAllBaseTypesAndResolveGenerics(type.Resolve(), ref baseTypes, genericParams);
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foreach (var baseType in baseTypes)
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{
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if (baseType.Resolve().Name == typeof(NetworkVariable<>).Name || baseType.Resolve().Name == typeof(NetworkList<>).Name)
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{
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var genericInstanceType = (GenericInstanceType)baseType;
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var wrappedType = genericInstanceType.GenericArguments[0];
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if (!m_WrappedNetworkVariableTypes.Contains(wrappedType))
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{
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m_WrappedNetworkVariableTypes.Add(wrappedType);
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}
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}
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}
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}
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}
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}
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@@ -1,9 +1,9 @@
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using System;
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using System.Collections.Generic;
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using System.Reflection;
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using UnityEngine;
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using UnityEditor;
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using Unity.Netcode.Editor.Configuration;
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using UnityEditor;
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using UnityEngine;
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namespace Unity.Netcode.Editor
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{
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@@ -135,23 +135,23 @@ namespace Unity.Netcode.Editor
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}
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else if (type == typeof(uint))
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{
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val = (uint)EditorGUILayout.LongField(variableName, (long)((uint)val));
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val = (uint)EditorGUILayout.LongField(variableName, (uint)val);
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}
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else if (type == typeof(short))
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{
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val = (short)EditorGUILayout.IntField(variableName, (int)((short)val));
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val = (short)EditorGUILayout.IntField(variableName, (short)val);
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}
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else if (type == typeof(ushort))
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{
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val = (ushort)EditorGUILayout.IntField(variableName, (int)((ushort)val));
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val = (ushort)EditorGUILayout.IntField(variableName, (ushort)val);
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}
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else if (type == typeof(sbyte))
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{
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val = (sbyte)EditorGUILayout.IntField(variableName, (int)((sbyte)val));
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val = (sbyte)EditorGUILayout.IntField(variableName, (sbyte)val);
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}
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else if (type == typeof(byte))
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{
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val = (byte)EditorGUILayout.IntField(variableName, (int)((byte)val));
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val = (byte)EditorGUILayout.IntField(variableName, (byte)val);
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}
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else if (type == typeof(long))
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{
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@@ -161,6 +161,10 @@ namespace Unity.Netcode.Editor
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{
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val = (ulong)EditorGUILayout.LongField(variableName, (long)((ulong)val));
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}
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else if (type == typeof(float))
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{
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val = EditorGUILayout.FloatField(variableName, (float)((float)val));
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}
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else if (type == typeof(bool))
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{
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val = EditorGUILayout.Toggle(variableName, (bool)val);
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@@ -1,9 +1,9 @@
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using System;
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using System.Collections.Generic;
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using System.IO;
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using Unity.Netcode.Editor.Configuration;
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using UnityEditor;
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using UnityEngine;
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using Unity.Netcode.Editor.Configuration;
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namespace Unity.Netcode.Editor
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{
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@@ -231,13 +231,7 @@ namespace Unity.Netcode.Editor
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{
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ReloadTransports();
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var transportComponent = m_NetworkManager.gameObject.GetComponent(m_TransportTypes[selection - 1]);
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if (transportComponent == null)
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{
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transportComponent = m_NetworkManager.gameObject.AddComponent(m_TransportTypes[selection - 1]);
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}
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var transportComponent = m_NetworkManager.gameObject.GetComponent(m_TransportTypes[selection - 1]) ?? m_NetworkManager.gameObject.AddComponent(m_TransportTypes[selection - 1]);
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m_NetworkTransportProperty.objectReferenceValue = transportComponent;
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Repaint();
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@@ -355,15 +349,19 @@ namespace Unity.Netcode.Editor
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if (s_CenteredWordWrappedLabelStyle == null)
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{
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s_CenteredWordWrappedLabelStyle = new GUIStyle(GUI.skin.label);
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s_CenteredWordWrappedLabelStyle.wordWrap = true;
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s_CenteredWordWrappedLabelStyle.alignment = TextAnchor.MiddleLeft;
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s_CenteredWordWrappedLabelStyle = new GUIStyle(GUI.skin.label)
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{
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wordWrap = true,
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alignment = TextAnchor.MiddleLeft
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};
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}
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if (s_HelpBoxStyle == null)
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{
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s_HelpBoxStyle = new GUIStyle(EditorStyles.helpBox);
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s_HelpBoxStyle.padding = new RectOffset(10, 10, 10, 10);
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s_HelpBoxStyle = new GUIStyle(EditorStyles.helpBox)
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{
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padding = new RectOffset(10, 10, 10, 10)
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};
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}
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var openDocsButtonStyle = GUI.skin.button;
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@@ -1,9 +1,9 @@
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using System.Collections.Generic;
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using System.Linq;
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using Unity.Netcode.Editor.Configuration;
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using UnityEditor;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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using UnityEditor;
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namespace Unity.Netcode.Editor
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{
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@@ -1,6 +1,6 @@
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEditor;
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using UnityEngine;
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namespace Unity.Netcode.Editor
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{
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@@ -1,6 +1,6 @@
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using Unity.Netcode.Components;
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using UnityEditor;
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using UnityEngine;
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using Unity.Netcode.Components;
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namespace Unity.Netcode.Editor
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{
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@@ -25,6 +25,11 @@ namespace Unity.Netcode.Editor
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private SerializedProperty m_InLocalSpaceProperty;
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private SerializedProperty m_InterpolateProperty;
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private SerializedProperty m_UseQuaternionSynchronization;
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private SerializedProperty m_UseQuaternionCompression;
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private SerializedProperty m_UseHalfFloatPrecision;
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private SerializedProperty m_SlerpPosition;
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private static int s_ToggleOffset = 45;
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private static float s_MaxRowWidth = EditorGUIUtility.labelWidth + EditorGUIUtility.fieldWidth + 5;
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private static GUIContent s_PositionLabel = EditorGUIUtility.TrTextContent("Position");
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m_ScaleThresholdProperty = serializedObject.FindProperty(nameof(NetworkTransform.ScaleThreshold));
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m_InLocalSpaceProperty = serializedObject.FindProperty(nameof(NetworkTransform.InLocalSpace));
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m_InterpolateProperty = serializedObject.FindProperty(nameof(NetworkTransform.Interpolate));
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m_UseQuaternionSynchronization = serializedObject.FindProperty(nameof(NetworkTransform.UseQuaternionSynchronization));
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m_UseQuaternionCompression = serializedObject.FindProperty(nameof(NetworkTransform.UseQuaternionCompression));
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m_UseHalfFloatPrecision = serializedObject.FindProperty(nameof(NetworkTransform.UseHalfFloatPrecision));
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m_SlerpPosition = serializedObject.FindProperty(nameof(NetworkTransform.SlerpPosition));
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}
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/// <inheritdoc/>
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@@ -71,6 +80,8 @@ namespace Unity.Netcode.Editor
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GUILayout.EndHorizontal();
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}
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if (!m_UseQuaternionSynchronization.boolValue)
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{
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GUILayout.BeginHorizontal();
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@@ -88,6 +99,13 @@ namespace Unity.Netcode.Editor
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GUILayout.EndHorizontal();
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}
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else
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{
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m_SyncRotationXProperty.boolValue = true;
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m_SyncRotationYProperty.boolValue = true;
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m_SyncRotationZProperty.boolValue = true;
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}
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{
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GUILayout.BeginHorizontal();
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@@ -116,6 +134,17 @@ namespace Unity.Netcode.Editor
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EditorGUILayout.LabelField("Configurations", EditorStyles.boldLabel);
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EditorGUILayout.PropertyField(m_InLocalSpaceProperty);
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EditorGUILayout.PropertyField(m_InterpolateProperty);
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EditorGUILayout.PropertyField(m_SlerpPosition);
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EditorGUILayout.PropertyField(m_UseQuaternionSynchronization);
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if (m_UseQuaternionSynchronization.boolValue)
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{
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EditorGUILayout.PropertyField(m_UseQuaternionCompression);
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}
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else
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{
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m_UseQuaternionCompression.boolValue = false;
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}
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EditorGUILayout.PropertyField(m_UseHalfFloatPrecision);
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#if COM_UNITY_MODULES_PHYSICS
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// if rigidbody is present but network rigidbody is not present
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Reference in New Issue
Block a user