com.unity.netcode.gameobjects@1.7.0
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). ## [1.7.0] - 2023-10-11 ### Added - exposed NetworkObject.GetNetworkBehaviourAtOrderIndex as a public API (#2724) - Added context menu tool that provides users with the ability to quickly update the GlobalObjectIdHash value for all in-scene placed prefab instances that were created prior to adding a NetworkObject component to it. (#2707) - Added methods NetworkManager.SetPeerMTU and NetworkManager.GetPeerMTU to be able to set MTU sizes per-peer (#2676) - Added `GenerateSerializationForGenericParameterAttribute`, which can be applied to user-created Network Variable types to ensure the codegen generates serialization for the generic types they wrap. (#2694) - Added `GenerateSerializationForTypeAttribute`, which can be applied to any class or method to ensure the codegen generates serialization for the specific provided type. (#2694) - Exposed `NetworkVariableSerialization<T>.Read`, `NetworkVariableSerialization<T>.Write`, `NetworkVariableSerialization<T>.AreEqual`, and `NetworkVariableSerialization<T>.Duplicate` to further support the creation of user-created network variables by allowing users to access the generated serialization methods and serialize generic types efficiently without boxing. (#2694) - Added `NetworkVariableBase.MarkNetworkBehaviourDirty` so that user-created network variable types can mark their containing `NetworkBehaviour` to be processed by the update loop. (#2694) ### Fixed - Fixed issue where the server side `NetworkSceneManager` instance was not adding the currently active scene to its list of scenes loaded. (#2723) - Generic NetworkBehaviour types no longer result in compile errors or runtime errors (#2720) - Rpcs within Generic NetworkBehaviour types can now serialize parameters of the class's generic types (but may not have generic types of their own) (#2720) - Errors are no longer thrown when entering play mode with domain reload disabled (#2720) - NetworkSpawn is now correctly called each time when entering play mode with scene reload disabled (#2720) - NetworkVariables of non-integer types will no longer break the inspector (#2714) - NetworkVariables with NonSerializedAttribute will not appear in the inspector (#2714) - Fixed issue where `UnityTransport` would attempt to establish WebSocket connections even if using UDP/DTLS Relay allocations when the build target was WebGL. This only applied to working in the editor since UDP/DTLS can't work in the browser. (#2695) - Fixed issue where a `NetworkBehaviour` component's `OnNetworkDespawn` was not being invoked on the host-server side for an in-scene placed `NetworkObject` when a scene was unloaded (during a scene transition) and the `NetworkBehaviour` component was positioned/ordered before the `NetworkObject` component. (#2685) - Fixed issue where `SpawnWithObservers` was not being honored when `NetworkConfig.EnableSceneManagement` was disabled. (#2682) - Fixed issue where `NetworkAnimator` was not internally tracking changes to layer weights which prevented proper layer weight synchronization back to the original layer weight value. (#2674) - Fixed "writing past the end of the buffer" error when calling ResetDirty() on managed network variables that are larger than 256 bytes when serialized. (#2670) - Fixed issue where generation of the `DefaultNetworkPrefabs` asset was not enabled by default. (#2662) - Fixed issue where the `GlobalObjectIdHash` value could be updated but the asset not marked as dirty. (#2662) - Fixed issue where the `GlobalObjectIdHash` value of a (network) prefab asset could be assigned an incorrect value when editing the prefab in a temporary scene. (#2662) - Fixed issue where the `GlobalObjectIdHash` value generated after creating a (network) prefab from an object constructed within the scene would not be the correct final value in a stand alone build. (#2662) ### Changed - Updated dependency on `com.unity.transport` to version 1.4.0. (#2716)
This commit is contained in:
@@ -165,7 +165,8 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
|
||||
if (!networkManager.IsServer || networkManager.IsServer && serverSideSceneManager)
|
||||
{
|
||||
RegisterSceneManagerHandler(networkManager);
|
||||
// Pass along the serverSideSceneManager property (otherwise the server won't register properly)
|
||||
RegisterSceneManagerHandler(networkManager, serverSideSceneManager);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -405,7 +406,10 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
// scene to synchronize NetworkObjects. Next, add the currently active test runner scene to the scenes
|
||||
// loaded and register the server to client scene handle since host-server shares the test runner scene
|
||||
// with the clients.
|
||||
networkManager.SceneManager.GetAndAddNewlyLoadedSceneByName(scene.name);
|
||||
if (!networkManager.SceneManager.ScenesLoaded.ContainsKey(scene.handle))
|
||||
{
|
||||
networkManager.SceneManager.ScenesLoaded.Add(scene.handle, scene);
|
||||
}
|
||||
networkManager.SceneManager.ServerSceneHandleToClientSceneHandle.Add(scene.handle, scene.handle);
|
||||
}
|
||||
}
|
||||
@@ -443,8 +447,8 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
server.ConnectionManager.MessageManager.Hook(hooks);
|
||||
s_Hooks[server] = hooks;
|
||||
|
||||
// if set, then invoke this for the server
|
||||
RegisterHandlers(server);
|
||||
// Register the server side handler (always pass true for server)
|
||||
RegisterHandlers(server, true);
|
||||
|
||||
callback?.Invoke();
|
||||
|
||||
@@ -919,6 +923,24 @@ namespace Unity.Netcode.TestHelpers.Runtime
|
||||
var res = check.Result;
|
||||
result.Result = res;
|
||||
}
|
||||
|
||||
public static uint GetGlobalObjectIdHash(NetworkObject networkObject)
|
||||
{
|
||||
return networkObject.GlobalObjectIdHash;
|
||||
}
|
||||
|
||||
#if UNITY_EDITOR
|
||||
public static void SetRefreshAllPrefabsCallback(Action scenesProcessed)
|
||||
{
|
||||
NetworkObjectRefreshTool.AllScenesProcessed = scenesProcessed;
|
||||
}
|
||||
|
||||
public static void RefreshAllPrefabInstances(NetworkObject networkObject, Action scenesProcessed)
|
||||
{
|
||||
NetworkObjectRefreshTool.AllScenesProcessed = scenesProcessed;
|
||||
networkObject.RefreshAllPrefabInstances();
|
||||
}
|
||||
#endif
|
||||
}
|
||||
|
||||
// Empty MonoBehaviour that is a holder of coroutine
|
||||
|
||||
Reference in New Issue
Block a user