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)
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@@ -9,10 +9,10 @@ namespace Unity.Netcode
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{
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/// <summary>
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/// Used by <see cref="NetworkSceneManager"/> to determine if a server invoked scene event has started.
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/// The returned status is stored in the <see cref="SceneEventProgress.Status"/> property.
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/// Note: This was formally known as SwitchSceneProgress which contained the <see cref="AsyncOperation"/>.
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/// The returned status is stored in the <see cref="SceneEventProgress.Status"/> property.<br/>
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/// <em>Note: This was formally known as SwitchSceneProgress which contained the <see cref="AsyncOperation"/>.
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/// All <see cref="AsyncOperation"/>s are now delivered by the <see cref="NetworkSceneManager.OnSceneEvent"/> event handler
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/// via the <see cref="SceneEvent"/> parameter.
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/// via the <see cref="SceneEvent"/> parameter.</em>
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/// </summary>
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public enum SceneEventProgressStatus
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{
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@@ -21,31 +21,30 @@ namespace Unity.Netcode
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/// </summary>
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None,
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/// <summary>
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/// The scene event was successfully started
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/// The scene event was successfully started.
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/// </summary>
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Started,
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/// <summary>
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/// Returned if you try to unload a scene that was not yet loaded
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/// Returned if you try to unload a scene that was not yet loaded.
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/// </summary>
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SceneNotLoaded,
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/// <summary>
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/// Returned if you try to start a new scene event before a previous one is finished
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/// Returned if you try to start a new scene event before a previous one is finished.
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/// </summary>
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SceneEventInProgress,
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/// <summary>
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/// Returned if the scene name used with <see cref="NetworkSceneManager.LoadScene(string, LoadSceneMode)"/>
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/// or <see cref="NetworkSceneManager.UnloadScene(Scene)"/>is invalid
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/// or <see cref="NetworkSceneManager.UnloadScene(Scene)"/>is invalid.
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/// </summary>
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InvalidSceneName,
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/// <summary>
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/// Server side: Returned if the <see cref="NetworkSceneManager.VerifySceneBeforeLoading"/> delegate handler returns false
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/// (i.e. scene is considered not valid/safe to load)
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/// (<em>i.e. scene is considered not valid/safe to load</em>).
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/// </summary>
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SceneFailedVerification,
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/// <summary>
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/// This is used for internal error notifications.
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/// If you receive this event then it is most likely due to a bug.
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/// If you receive this event repeatedly, then please open a GitHub issue with steps to replicate
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/// This is used for internal error notifications.<br/>
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/// If you receive this event then it is most likely due to a bug (<em>please open a GitHub issue with steps to replicate</em>).<br/>
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/// </summary>
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InternalNetcodeError,
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}
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