com.unity.netcode.gameobjects@2.0.0-pre.4

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).

## [2.0.0-pre.4] - 2024-08-21

### Added

- Added `NetworkVariable.CheckDirtyState` that is to be used in tandem with collections in order to detect whether the collection or an item within the collection has changed. (#3004)

### Fixed

- Fixed issue where nested `NetworkTransform` components were not getting updated. (#3016)
- Fixed issue by adding null checks in `NetworkVariableBase.CanClientRead` and `NetworkVariableBase.CanClientWrite` methods to ensure safe access to `NetworkBehaviour`. (#3012)
- Fixed issue where `FixedStringSerializer<T>` was using `NetworkVariableSerialization<byte>.AreEqual` to determine if two bytes were equal causes an exception to be thrown due to no byte serializer having been defined. (#3009)
- Fixed Issue where a state with dual triggers, inbound and outbound, could cause a false layer to layer state transition message to be sent to non-authority `NetworkAnimator` instances and cause a warning message to be logged. (#3008)
- Fixed issue using collections within `NetworkVariable` where the collection would not detect changes to items or nested items. (#3004)
- Fixed issue where `List`, `Dictionary`, and `HashSet` collections would not uniquely duplicate nested collections. (#3004)
- Fixed issue where `NotAuthorityTarget` would include the service observer in the list of targets to send the RPC to as opposed to excluding the service observer as it should. (#3000)
- Fixed issue where `ProxyRpcTargetGroup` could attempt to send a message if there were no targets to send to. (#3000)

### Changed

- Changed `NetworkAnimator` to automatically switch to owner authoritative mode when using a distributed authority network topology. (#3021)
- Changed permissions exception thrown in `NetworkList` to exiting early with a logged error that is now a unified permissions message within `NetworkVariableBase`. (#3004)
- Changed permissions exception thrown in `NetworkVariable.Value` to exiting early with a logged error that is now a unified permissions message within `NetworkVariableBase`. (#3004)
This commit is contained in:
Unity Technologies
2024-08-21 00:00:00 +00:00
parent a813ba0dd6
commit eab996f3ac
41 changed files with 4052 additions and 838 deletions

View File

@@ -40,11 +40,6 @@ namespace Unity.Netcode.RuntimeTests
public NetworkList<int> MyNetworkList = new NetworkList<int>(new List<int> { 1, 2, 3 });
public NetworkVariable<int> MyNetworkVar = new NetworkVariable<int>(3);
[Rpc(SendTo.NotAuthority)]
public void TestNotAuthorityRpc(byte[] _)
{
}
[Rpc(SendTo.Authority)]
public void TestAuthorityRpc(byte[] _)
{
@@ -263,15 +258,6 @@ namespace Unity.Netcode.RuntimeTests
yield return m_ClientCodecHook.WaitForMessageReceived<NetworkVariableDeltaMessage>();
}
[UnityTest]
public IEnumerator NotAuthorityRpc()
{
Client.LocalClient.PlayerObject.GetComponent<TestNetworkComponent>().TestNotAuthorityRpc(new byte[] { 1, 2, 3, 4 });
// Universal Rpcs are sent as a ProxyMessage (which contains an RpcMessage)
yield return m_ClientCodecHook.WaitForMessageReceived<ProxyMessage>();
}
[UnityTest]
public IEnumerator ParentSync()
{