com.unity.netcode.gameobjects@2.0.0-pre.1
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.1] - 2024-06-17 ### Added - Added event `NetworkManager.OnSessionOwnerPromoted` that is invoked when a new session owner promotion occurs. (#2948) - Added `NetworkRigidBodyBase.GetLinearVelocity` and `NetworkRigidBodyBase.SetLinearVelocity` convenience/helper methods. (#2948) - Added `NetworkRigidBodyBase.GetAngularVelocity` and `NetworkRigidBodyBase.SetAngularVelocity` convenience/helper methods. (#2948) ### Fixed - Fixed issue when `NetworkTransform` half float precision is enabled and ownership changes the current base position was not being synchronized. (#2948) - Fixed issue where `OnClientConnected` not being invoked on the session owner when connecting to a new distributed authority session. (#2948) - Fixed issue where Rigidbody micro-motion (i.e. relatively small velocities) would result in non-authority instances slightly stuttering as the body would come to a rest (i.e. no motion). Now, the threshold value can increase at higher velocities and can decrease slightly below the provided threshold to account for this. (#2948) ### Changed - Changed the client's owned objects is now returned (`NetworkClient` and `NetworkSpawnManager`) as an array as opposed to a list for performance purposes. (#2948) - Changed `NetworkTransfrom.TryCommitTransformToServer` to be internal as it will be removed by the final 2.0.0 release. (#2948) - Changed `NetworkTransformEditor.OnEnable` to a virtual method to be able to customize a `NetworkTransform` derived class by creating a derived editor control from `NetworkTransformEditor`. (#2948)
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@@ -243,6 +243,13 @@ namespace Unity.Netcode
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// Spawn any in-scene placed NetworkObjects
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networkManager.SpawnManager.ServerSpawnSceneObjectsOnStartSweep();
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// With scene management enabled and since the session owner doesn't send a Synchronize scene event synchronize itself,
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// we need to notify the session owner that all in-scnee placed NetworkObjects are spawned at this time.
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foreach (var networkObject in networkManager.SpawnManager.SpawnedObjectsList)
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{
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networkObject.InternalInSceneNetworkObjectsSpawned();
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}
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// Spawn the local player of the session owner
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if (networkManager.AutoSpawnPlayerPrefabClientSide)
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{
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@@ -251,6 +258,17 @@ namespace Unity.Netcode
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// Synchronize the service with the initial session owner's loaded scenes and spawned objects
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networkManager.SceneManager.SynchronizeNetworkObjects(NetworkManager.ServerClientId);
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// With scene management enabled and since the session owner doesn't send a Synchronize scene event synchronize itself,
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// we need to notify the session owner that everything should be synchronized/spawned at this time.
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foreach (var networkObject in networkManager.SpawnManager.SpawnedObjectsList)
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{
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networkObject.InternalNetworkSessionSynchronized();
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}
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// When scene management is enabled and since the session owner is synchronizing the service (i.e. acting like host),
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// we need to locallyh invoke the OnClientConnected callback at this point in time.
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networkManager.ConnectionManager.InvokeOnClientConnectedCallback(OwnerClientId);
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}
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}
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}
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