com.unity.netcode.gameobjects@1.2.0
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). ## [1.2.0] - 2022-11-21 ### Added - Added protected method `NetworkBehaviour.OnSynchronize` which is invoked during the initial `NetworkObject` synchronization process. This provides users the ability to include custom serialization information that will be applied to the `NetworkBehaviour` prior to the `NetworkObject` being spawned. (#2298) - Added support for different versions of the SDK to talk to each other in circumstances where changes permit it. Starting with this version and into future versions, patch versions should be compatible as long as the minor version is the same. (#2290) - Added `NetworkObject` auto-add helper and Multiplayer Tools install reminder settings to Project Settings. (#2285) - Added `public string DisconnectReason` getter to `NetworkManager` and `string Reason` to `ConnectionApprovalResponse`. Allows connection approval to communicate back a reason. Also added `public void DisconnectClient(ulong clientId, string reason)` allowing setting a disconnection reason, when explicitly disconnecting a client. (#2280) ### Changed - Changed 3rd-party `XXHash` (32 & 64) implementation with an in-house reimplementation (#2310) - When `NetworkConfig.EnsureNetworkVariableLengthSafety` is disabled `NetworkVariable` fields do not write the additional `ushort` size value (_which helps to reduce the total synchronization message size_), but when enabled it still writes the additional `ushort` value. (#2298) - Optimized bandwidth usage by encoding most integer fields using variable-length encoding. (#2276) ### Fixed - Fixed issue where `NetworkTransform` components nested under a parent with a `NetworkObject` component (i.e. network prefab) would not have their associated `GameObject`'s transform synchronized. (#2298) - Fixed issue where `NetworkObject`s that failed to instantiate could cause the entire synchronization pipeline to be disrupted/halted for a connecting client. (#2298) - Fixed issue where in-scene placed `NetworkObject`s nested under a `GameObject` would be added to the orphaned children list causing continual console warning log messages. (#2298) - Custom messages are now properly received by the local client when they're sent while running in host mode. (#2296) - Fixed issue where the host would receive more than one event completed notification when loading or unloading a scene only when no clients were connected. (#2292) - Fixed an issue in `UnityTransport` where an error would be logged if the 'Use Encryption' flag was enabled with a Relay configuration that used a secure protocol. (#2289) - Fixed issue where in-scene placed `NetworkObjects` were not honoring the `AutoObjectParentSync` property. (#2281) - Fixed the issue where `NetworkManager.OnClientConnectedCallback` was being invoked before in-scene placed `NetworkObject`s had been spawned when starting `NetworkManager` as a host. (#2277) - Creating a `FastBufferReader` with `Allocator.None` will not result in extra memory being allocated for the buffer (since it's owned externally in that scenario). (#2265) ### Removed - Removed the `NetworkObject` auto-add and Multiplayer Tools install reminder settings from the Menu interface. (#2285)
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Editor/Configuration/NetcodeSettingsProvider.cs
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94
Editor/Configuration/NetcodeSettingsProvider.cs
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using UnityEditor;
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using UnityEngine;
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namespace Unity.Netcode.Editor.Configuration
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{
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internal static class NetcodeSettingsProvider
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{
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[SettingsProvider]
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public static SettingsProvider CreateNetcodeSettingsProvider()
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{
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// First parameter is the path in the Settings window.
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// Second parameter is the scope of this setting: it only appears in the Settings window for the Project scope.
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var provider = new SettingsProvider("Project/NetcodeForGameObjects", SettingsScope.Project)
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{
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label = "Netcode for GameObjects",
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keywords = new[] { "netcode", "editor" },
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guiHandler = OnGuiHandler,
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};
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return provider;
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}
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internal static NetcodeSettingsLabel NetworkObjectsSectionLabel = new NetcodeSettingsLabel("NetworkObject Helper Settings", 20);
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internal static NetcodeSettingsToggle AutoAddNetworkObjectToggle = new NetcodeSettingsToggle("Auto-Add NetworkObjects", "When enabled, NetworkObjects are automatically added to GameObjects when NetworkBehaviours are added first.", 20);
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internal static NetcodeSettingsLabel MultiplayerToolsLabel = new NetcodeSettingsLabel("Multiplayer Tools", 20);
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internal static NetcodeSettingsToggle MultiplayerToolTipStatusToggle = new NetcodeSettingsToggle("Multiplayer Tools Install Reminder", "When enabled, the NetworkManager will display " +
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"the notification to install the multiplayer tools package.", 20);
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private static void OnGuiHandler(string obj)
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{
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var autoAddNetworkObjectSetting = NetcodeForGameObjectsSettings.GetAutoAddNetworkObjectSetting();
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var multiplayerToolsTipStatus = NetcodeForGameObjectsSettings.GetNetcodeInstallMultiplayerToolTips() == 0;
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EditorGUI.BeginChangeCheck();
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NetworkObjectsSectionLabel.DrawLabel();
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autoAddNetworkObjectSetting = AutoAddNetworkObjectToggle.DrawToggle(autoAddNetworkObjectSetting);
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MultiplayerToolsLabel.DrawLabel();
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multiplayerToolsTipStatus = MultiplayerToolTipStatusToggle.DrawToggle(multiplayerToolsTipStatus);
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if (EditorGUI.EndChangeCheck())
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{
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NetcodeForGameObjectsSettings.SetAutoAddNetworkObjectSetting(autoAddNetworkObjectSetting);
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NetcodeForGameObjectsSettings.SetNetcodeInstallMultiplayerToolTips(multiplayerToolsTipStatus ? 0 : 1);
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}
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}
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}
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internal class NetcodeSettingsLabel : NetcodeGUISettings
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{
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private string m_LabelContent;
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public void DrawLabel()
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{
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EditorGUIUtility.labelWidth = m_LabelSize;
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GUILayout.Label(m_LabelContent, EditorStyles.boldLabel, m_LayoutWidth);
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}
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public NetcodeSettingsLabel(string labelText, float layoutOffset = 0.0f)
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{
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m_LabelContent = labelText;
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AdjustLableSize(labelText, layoutOffset);
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}
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}
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internal class NetcodeSettingsToggle : NetcodeGUISettings
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{
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private GUIContent m_ToggleContent;
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public bool DrawToggle(bool currentSetting)
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{
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EditorGUIUtility.labelWidth = m_LabelSize;
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return EditorGUILayout.Toggle(m_ToggleContent, currentSetting, m_LayoutWidth);
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}
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public NetcodeSettingsToggle(string labelText, string toolTip, float layoutOffset)
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{
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AdjustLableSize(labelText, layoutOffset);
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m_ToggleContent = new GUIContent(labelText, toolTip);
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}
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}
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internal class NetcodeGUISettings
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{
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private const float k_MaxLabelWidth = 450f;
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protected float m_LabelSize { get; private set; }
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protected GUILayoutOption m_LayoutWidth { get; private set; }
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protected void AdjustLableSize(string labelText, float offset = 0.0f)
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{
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m_LabelSize = Mathf.Min(k_MaxLabelWidth, EditorStyles.label.CalcSize(new GUIContent(labelText)).x);
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m_LayoutWidth = GUILayout.Width(m_LabelSize + offset);
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}
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}
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}
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