com.unity.netcode.gameobjects@1.0.0-pre.3

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).

## [1.0.0-pre.3] - 2021-10-22

### Added

- ResetTrigger function to NetworkAnimator (#1327)

### Fixed

- Overflow exception when syncing Animator state. (#1327)
- Added `try`/`catch` around RPC calls, preventing exception from causing further RPC calls to fail (#1329)
- Fixed an issue where ServerClientId and LocalClientId could have the same value, causing potential confusion, and also fixed an issue with the UNet where the server could be identified with two different values, one of which might be the same as LocalClientId, and the other of which would not.(#1368)
- IL2CPP would not properly compile (#1359)
This commit is contained in:
Unity Technologies
2021-10-22 00:00:00 +00:00
parent 22d877d1b2
commit f5664b4cc1
14 changed files with 408 additions and 228 deletions

View File

@@ -40,7 +40,7 @@ namespace Unity.Netcode
((UnnamedMessageDelegate)handler).Invoke(clientId, reader);
}
}
m_NetworkManager.NetworkMetrics.TrackUnnamedMessageReceived(clientId, reader.Length);
m_NetworkManager.NetworkMetrics.TrackUnnamedMessageReceived(clientId, reader.Length + FastBufferWriter.GetWriteSize<MessageHeader>());
}
/// <summary>
@@ -53,7 +53,6 @@ namespace Unity.Netcode
SendUnnamedMessage(m_NetworkManager.ConnectedClientsIds, messageBuffer, networkDelivery);
}
/// <summary>
/// Sends unnamed message to a list of clients
/// </summary>
@@ -118,7 +117,7 @@ namespace Unity.Netcode
internal void InvokeNamedMessage(ulong hash, ulong sender, FastBufferReader reader)
{
var bytesCount = reader.Length;
var bytesCount = reader.Length + FastBufferWriter.GetWriteSize<MessageHeader>();
if (m_NetworkManager == null)
{