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events that will trigger only on the server (or host player) to notify that the server just started or is no longer active (#2420) - Added `OnClientStarted` and `OnClientStopped` events that will trigger only on the client (or host player) to notify that the client just started or is no longer active (#2420) - Added `NetworkTransform.UseHalfFloatPrecision` property that, when enabled, will use half float values for position, rotation, and scale.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:
@@ -17,6 +17,28 @@ namespace Unity.Netcode
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[SerializeField]
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internal uint GlobalObjectIdHash;
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/// <summary>
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/// Gets the Prefab Hash Id of this object if the object is registerd as a prefab otherwise it returns 0
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/// </summary>
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[HideInInspector]
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public uint PrefabIdHash
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{
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get
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{
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foreach (var prefab in NetworkManager.NetworkConfig.Prefabs.Prefabs)
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{
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if (prefab.Prefab == gameObject)
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{
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return GlobalObjectIdHash;
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}
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}
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return 0;
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}
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}
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private bool m_IsPrefab;
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#if UNITY_EDITOR
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private void OnValidate()
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{
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@@ -75,6 +97,18 @@ namespace Unity.Netcode
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/// </summary>
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public bool IsPlayerObject { get; internal set; }
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/// <summary>
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/// Determines if the associated NetworkObject's transform will get
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/// synchronized when spawned.
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/// </summary>
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/// <remarks>
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/// For things like in-scene placed NetworkObjects that have no visual
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/// components can help reduce the instance's initial synchronization
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/// bandwidth cost. This can also be useful for UI elements that have
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/// a predetermined fixed position.
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/// </remarks>
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public bool SynchronizeTransform = true;
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/// <summary>
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/// Gets if the object is the personal clients player object
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/// </summary>
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@@ -105,6 +139,55 @@ namespace Unity.Netcode
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/// </summary>
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public bool DestroyWithScene { get; set; }
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/// <summary>
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/// When set to true and the active scene is changed, this will automatically migrate the <see cref="NetworkObject"/>
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/// into the new active scene on both the server and client instances.
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/// </summary>
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/// <remarks>
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/// - This only applies to dynamically spawned <see cref="NetworkObject"/>s.
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/// - This only works when using integrated scene management (<see cref="NetworkSceneManager"/>).
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///
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/// If there are more than one scenes loaded and the currently active scene is unloaded, then typically
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/// the <see cref="SceneManager"/> will automatically assign a new active scene. Similar to <see cref="DestroyWithScene"/>
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/// being set to <see cref="false"/>, this prevents any <see cref="NetworkObject"/> from being destroyed
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/// with the unloaded active scene by migrating it into the automatically assigned active scene.
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/// Additionally, this is can be useful in some seamless scene streaming implementations.
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/// Note:
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/// Only having <see cref="ActiveSceneSynchronization"/> set to true will *not* synchronize clients when
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/// changing a <see cref="NetworkObject"/>'s scene via <see cref="SceneManager.MoveGameObjectToScene(GameObject, Scene)"/>.
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/// To synchronize clients of a <see cref="NetworkObject"/>'s scene being changed via <see cref="SceneManager.MoveGameObjectToScene(GameObject, Scene)"/>,
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/// make sure <see cref="SceneMigrationSynchronization"/> is enabled (it is by default).
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/// </remarks>
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public bool ActiveSceneSynchronization;
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/// <summary>
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/// When enabled (the default), if a <see cref="NetworkObject"/> is migrated to a different scene (active or not)
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/// via <see cref="SceneManager.MoveGameObjectToScene(GameObject, Scene)"/> on the server side all client
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/// instances will be synchronized and the <see cref="NetworkObject"/> migrated into the newly assigned scene.
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/// The updated scene migration will get synchronized with late joining clients as well.
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/// </summary>
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/// <remarks>
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/// - This only applies to dynamically spawned <see cref="NetworkObject"/>s.
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/// - This only works when using integrated scene management (<see cref="NetworkSceneManager"/>).
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/// Note:
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/// You can have both <see cref="ActiveSceneSynchronization"/> and <see cref="SceneMigrationSynchronization"/> enabled.
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/// The primary difference between the two is that <see cref="SceneMigrationSynchronization"/> only synchronizes clients
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/// when the server migrates a <see cref="NetworkObject"/> to a new scene. If the scene is unloaded and <see cref="DestroyWithScene"/>
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/// is <see cref="true"/> and <see cref="ActiveSceneSynchronization"/> is <see cref="false"/> and the scene is not the currently
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/// active scene, then the <see cref="NetworkObject"/> will be destroyed.
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/// </remarks>
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public bool SceneMigrationSynchronization = true;
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/// <summary>
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/// Notifies when the NetworkObject is migrated into a new scene
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/// </summary>
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/// <remarks>
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/// - <see cref="ActiveSceneSynchronization"/> or <see cref="SceneMigrationSynchronization"/> (or both) need to be enabled
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/// - This only applies to dynamically spawned <see cref="NetworkObject"/>s.
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/// - This only works when using integrated scene management (<see cref="NetworkSceneManager"/>).
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/// </remarks>
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public Action OnMigratedToNewScene;
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/// <summary>
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/// Delegate type for checking visibility
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/// </summary>
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@@ -188,6 +271,11 @@ namespace Unity.Netcode
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/// </summary>
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internal int SceneOriginHandle = 0;
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/// <summary>
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/// The server-side scene origin handle
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/// </summary>
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internal int NetworkSceneHandle = 0;
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private Scene m_SceneOrigin;
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/// <summary>
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/// The scene where the NetworkObject was first instantiated
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@@ -265,6 +353,15 @@ namespace Unity.Netcode
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throw new VisibilityChangeException("The object is already visible");
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}
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if (CheckObjectVisibility != null && !CheckObjectVisibility(clientId))
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{
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if (NetworkManager.LogLevel <= LogLevel.Normal)
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{
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NetworkLog.LogWarning($"[NetworkShow] Trying to make {nameof(NetworkObject)} {gameObject.name} visible to client ({clientId}) but {nameof(CheckObjectVisibility)} returned false!");
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}
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return;
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}
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NetworkManager.MarkObjectForShowingTo(this, clientId);
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Observers.Add(clientId);
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}
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@@ -578,6 +675,22 @@ namespace Unity.Netcode
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private Transform m_CachedParent; // What is our last set parent Transform reference?
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private bool m_CachedWorldPositionStays = true; // Used to preserve the world position stays parameter passed in TrySetParent
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/// <summary>
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/// Returns the last known cached WorldPositionStays value for this NetworkObject
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/// </summary>
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/// <remarks>
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/// When parenting NetworkObjects, the optional WorldPositionStays value is cached and synchronized with clients.
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/// This method provides access to the instance relative cached value.
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/// <see cref="TrySetParent(GameObject, bool)"/>
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/// <see cref="TrySetParent(NetworkObject, bool)"/>
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/// <see cref="TrySetParent(Transform, bool)"/>
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/// </remarks>
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/// <returns><see cref="true"/> or <see cref="false"/></returns>
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public bool WorldPositionStays()
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{
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return m_CachedWorldPositionStays;
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}
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internal void SetCachedParent(Transform parentTransform)
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{
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m_CachedParent = parentTransform;
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@@ -1118,6 +1231,18 @@ namespace Unity.Netcode
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set => ByteUtility.SetBit(ref m_BitField, 5, value);
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}
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/// <summary>
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/// Even though the server sends notifications for NetworkObjects that get
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/// destroyed when a scene is unloaded, we want to synchronize this so
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/// the client side can use it as part of a filter for automatically migrating
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/// to the current active scene when its scene is unloaded. (only for dynamically spawned)
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/// </summary>
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public bool DestroyWithScene
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{
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get => ByteUtility.GetBit(m_BitField, 6);
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set => ByteUtility.SetBit(ref m_BitField, 6, value);
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}
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//If(Metadata.HasParent)
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public ulong ParentObjectId;
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@@ -1160,7 +1285,7 @@ namespace Unity.Netcode
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var writeSize = 0;
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writeSize += HasTransform ? FastBufferWriter.GetWriteSize<TransformData>() : 0;
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writeSize += IsSceneObject ? FastBufferWriter.GetWriteSize<int>() : 0;
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writeSize += FastBufferWriter.GetWriteSize<int>();
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if (!writer.TryBeginWrite(writeSize))
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{
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@@ -1172,14 +1297,9 @@ namespace Unity.Netcode
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writer.WriteValue(Transform);
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}
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// In-Scene NetworkObjects are uniquely identified NetworkPrefabs defined by their
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// NetworkSceneHandle and GlobalObjectIdHash. Client-side NetworkSceneManagers use
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// this to locate their local instance of the in-scene placed NetworkObject instance.
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// Only written for in-scene placed NetworkObjects.
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if (IsSceneObject)
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{
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writer.WriteValue(OwnerObject.GetSceneOriginHandle());
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}
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// The NetworkSceneHandle is the server-side relative
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// scene handle that the NetworkObject resides in.
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writer.WriteValue(OwnerObject.GetSceneOriginHandle());
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// Synchronize NetworkVariables and NetworkBehaviours
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var bufferSerializer = new BufferSerializer<BufferSerializerWriter>(new BufferSerializerWriter(writer));
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@@ -1205,7 +1325,7 @@ namespace Unity.Netcode
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var readSize = 0;
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readSize += HasTransform ? FastBufferWriter.GetWriteSize<TransformData>() : 0;
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readSize += IsSceneObject ? FastBufferWriter.GetWriteSize<int>() : 0;
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readSize += FastBufferWriter.GetWriteSize<int>();
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// Try to begin reading the remaining bytes
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if (!reader.TryBeginRead(readSize))
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@@ -1218,14 +1338,9 @@ namespace Unity.Netcode
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reader.ReadValue(out Transform);
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}
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// In-Scene NetworkObjects are uniquely identified NetworkPrefabs defined by their
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// NetworkSceneHandle and GlobalObjectIdHash. Client-side NetworkSceneManagers use
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// this to locate their local instance of the in-scene placed NetworkObject instance.
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// Only read for in-scene placed NetworkObjects
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if (IsSceneObject)
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{
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reader.ReadValue(out NetworkSceneHandle);
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}
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// The NetworkSceneHandle is the server-side relative
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// scene handle that the NetworkObject resides in.
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reader.ReadValue(out NetworkSceneHandle);
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}
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}
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@@ -1265,7 +1380,7 @@ namespace Unity.Netcode
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var synchronizationCount = (byte)0;
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foreach (var childBehaviour in ChildNetworkBehaviours)
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{
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if (childBehaviour.Synchronize(ref serializer))
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if (childBehaviour.Synchronize(ref serializer, targetClientId))
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{
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synchronizationCount++;
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}
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@@ -1304,7 +1419,7 @@ namespace Unity.Netcode
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{
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serializer.SerializeValue(ref networkBehaviourId);
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var networkBehaviour = GetNetworkBehaviourAtOrderIndex(networkBehaviourId);
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networkBehaviour.Synchronize(ref serializer);
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networkBehaviour.Synchronize(ref serializer, targetClientId);
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}
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}
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}
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@@ -1317,6 +1432,7 @@ namespace Unity.Netcode
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OwnerClientId = OwnerClientId,
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IsPlayerObject = IsPlayerObject,
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IsSceneObject = IsSceneObject ?? true,
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DestroyWithScene = DestroyWithScene,
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Hash = HostCheckForGlobalObjectIdHashOverride(),
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OwnerObject = this,
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TargetClientId = targetClientId
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@@ -1352,7 +1468,7 @@ namespace Unity.Netcode
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if (IncludeTransformWhenSpawning == null || IncludeTransformWhenSpawning(OwnerClientId))
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{
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obj.HasTransform = true;
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obj.HasTransform = SynchronizeTransform;
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// We start with the default AutoObjectParentSync values to determine which transform space we will
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// be synchronizing clients with.
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@@ -1435,11 +1551,126 @@ namespace Unity.Netcode
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networkObject.SynchronizeNetworkBehaviours(ref bufferSerializer, networkManager.LocalClientId);
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// Spawn the NetworkObject
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networkManager.SpawnManager.SpawnNetworkObjectLocally(networkObject, sceneObject, false);
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networkManager.SpawnManager.SpawnNetworkObjectLocally(networkObject, sceneObject, sceneObject.DestroyWithScene);
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return networkObject;
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}
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/// <summary>
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/// Subscribes to changes in the currently active scene
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/// </summary>
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/// <remarks>
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/// Only for dynamically spawned NetworkObjects
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/// </remarks>
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internal void SubscribeToActiveSceneForSynch()
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{
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if (ActiveSceneSynchronization)
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{
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if (IsSceneObject.HasValue && !IsSceneObject.Value)
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{
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// Just in case it is a recycled NetworkObject, unsubscribe first
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SceneManager.activeSceneChanged -= CurrentlyActiveSceneChanged;
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SceneManager.activeSceneChanged += CurrentlyActiveSceneChanged;
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}
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}
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}
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/// <summary>
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/// If AutoSynchActiveScene is enabled, then this is the callback that handles updating
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/// a NetworkObject's scene information.
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/// </summary>
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private void CurrentlyActiveSceneChanged(Scene current, Scene next)
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{
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// Early exit if there is no NetworkManager assigned, the NetworkManager is shutting down, the NetworkObject
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// is not spawned, or an in-scene placed NetworkObject
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if (NetworkManager == null || NetworkManager.ShutdownInProgress || !IsSpawned || IsSceneObject != false)
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{
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return;
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}
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// This check is here in the event a user wants to disable this for some reason but also wants
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// the NetworkObject to synchronize to changes in the currently active scene at some later time.
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if (ActiveSceneSynchronization)
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{
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// Only dynamically spawned NetworkObjects that are not already in the newly assigned active scene will migrate
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// and update their scene handles
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if (IsSceneObject.HasValue && !IsSceneObject.Value && gameObject.scene != next && gameObject.transform.parent == null)
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{
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SceneManager.MoveGameObjectToScene(gameObject, next);
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SceneChangedUpdate(next);
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}
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}
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}
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/// <summary>
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/// Handles updating the NetworkObject's tracked scene handles
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/// </summary>
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internal void SceneChangedUpdate(Scene scene, bool notify = false)
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{
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// Avoiding edge case scenarios, if no NetworkSceneManager exit early
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if (NetworkManager.SceneManager == null)
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{
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return;
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}
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SceneOriginHandle = scene.handle;
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// Clients need to update the NetworkSceneHandle
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if (!NetworkManager.IsServer && NetworkManager.SceneManager.ClientSceneHandleToServerSceneHandle.ContainsKey(SceneOriginHandle))
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{
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NetworkSceneHandle = NetworkManager.SceneManager.ClientSceneHandleToServerSceneHandle[SceneOriginHandle];
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}
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else if (NetworkManager.IsServer)
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{
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// Since the server is the source of truth for the NetworkSceneHandle,
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// the NetworkSceneHandle is the same as the SceneOriginHandle.
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NetworkSceneHandle = SceneOriginHandle;
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}
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else // Otherwise, the client did not find the client to server scene handle
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if (NetworkManager.LogLevel == LogLevel.Developer)
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{
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// There could be a scenario where a user has some client-local scene loaded that they migrate the NetworkObject
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// into, but that scenario seemed very edge case and under most instances a user should be notified that this
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// server - client scene handle mismatch has occurred. It also seemed pertinent to make the message replicate to
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// the server-side too.
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NetworkLog.LogWarningServer($"[Client-{NetworkManager.LocalClientId}][{gameObject.name}] Server - " +
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$"client scene mismatch detected! Client-side scene handle ({SceneOriginHandle}) for scene ({gameObject.scene.name})" +
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$"has no associated server side (network) scene handle!");
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}
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OnMigratedToNewScene?.Invoke();
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// Only the server side will notify clients of non-parented NetworkObject scene changes
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if (NetworkManager.IsServer && notify && transform.parent == null)
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{
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NetworkManager.SceneManager.NotifyNetworkObjectSceneChanged(this);
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}
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||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Update
|
||||
/// Detects if a NetworkObject's scene has changed for both server and client instances
|
||||
/// </summary>
|
||||
/// <remarks>
|
||||
/// About In-Scene Placed NetworkObjects:
|
||||
/// Since the same scene can be loaded more than once and in-scene placed NetworkObjects GlobalObjectIdHash
|
||||
/// values are only unique to the scene asset itself (and not per scene instance loaded), we will not be able
|
||||
/// to add this same functionality to in-scene placed NetworkObjects until we have a way to generate
|
||||
/// per-NetworkObject-instance unique GlobalObjectIdHash values for in-scene placed NetworkObjects.
|
||||
/// </remarks>
|
||||
private void Update()
|
||||
{
|
||||
// Early exit if SceneMigrationSynchronization is disabled, there is no NetworkManager assigned,
|
||||
// the NetworkManager is shutting down, the NetworkObject is not spawned, it is an in-scene placed
|
||||
// NetworkObject, or the GameObject's current scene handle is the same as the SceneOriginHandle
|
||||
if (!SceneMigrationSynchronization || NetworkManager == null || NetworkManager.ShutdownInProgress || !IsSpawned
|
||||
|| IsSceneObject != false || gameObject.scene.handle == SceneOriginHandle)
|
||||
{
|
||||
return;
|
||||
}
|
||||
|
||||
// Otherwise, this has to be a dynamically spawned NetworkObject that has been
|
||||
// migrated to a new scene.
|
||||
SceneChangedUpdate(gameObject.scene, true);
|
||||
}
|
||||
|
||||
/// <summary>
|
||||
/// Only applies to Host mode.
|
||||
/// Will return the registered source NetworkPrefab's GlobalObjectIdHash if one exists.
|
||||
|
||||
Reference in New Issue
Block a user