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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@@ -106,6 +106,22 @@ namespace Unity.Netcode
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/// </summary>
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/// /// <param name="networkManager">optionally pass in NetworkManager</param>
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public abstract void Initialize(NetworkManager networkManager = null);
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protected virtual NetworkTopologyTypes OnCurrentTopology()
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{
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return NetworkTopologyTypes.ClientServer;
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}
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internal NetworkTopologyTypes CurrentTopology()
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{
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return OnCurrentTopology();
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}
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}
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public enum NetworkTopologyTypes
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{
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ClientServer,
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DistributedAuthority
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}
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#if UNITY_INCLUDE_TESTS
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@@ -1477,6 +1477,11 @@ namespace Unity.Netcode.Transports.UTP
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}
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#endif
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protected override NetworkTopologyTypes OnCurrentTopology()
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{
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return NetworkManager != null ? NetworkManager.NetworkConfig.NetworkTopology : NetworkTopologyTypes.ClientServer;
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}
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private string m_ServerPrivateKey;
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private string m_ServerCertificate;
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