Commit Graph

5 Commits

Author SHA1 Message Date
Unity Technologies
07f206ff9e com.unity.netcode.gameobjects@1.8.0
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).

## [1.8.0] - 2023-12-12

### Added

- Added a new RPC attribute, which is simply `Rpc`. (#2762)
  - This is a generic attribute that can perform the functions of both Server and Client RPCs, as well as enabling client-to-client RPCs. Includes several default targets: `Server`, `NotServer`, `Owner`, `NotOwner`, `Me`, `NotMe`, `ClientsAndHost`, and `Everyone`. Runtime overrides are available for any of these targets, as well as for sending to a specific ID or groups of IDs.
  - This attribute also includes the ability to defer RPCs that are sent to the local process to the start of the next frame instead of executing them immediately, treating them as if they had gone across the network. The default behavior is to execute immediately.
  - This attribute effectively replaces `ServerRpc` and `ClientRpc`. `ServerRpc` and `ClientRpc` remain in their existing forms for backward compatibility, but `Rpc` will be the recommended and most supported option.
- Added `NetworkManager.OnConnectionEvent` as a unified connection event callback to notify clients and servers of all client connections and disconnections within the session (#2762)
- Added `NetworkManager.ServerIsHost` and `NetworkBehaviour.ServerIsHost` to allow a client to tell if it is connected to a host or to a dedicated server (#2762)
- Added `SceneEventProgress.SceneManagementNotEnabled` return status to be returned when a `NetworkSceneManager` method is invoked and scene management is not enabled. (#2735)
- Added `SceneEventProgress.ServerOnlyAction` return status to be returned when a `NetworkSceneManager` method is invoked by a client. (#2735)
- Added `NetworkObject.InstantiateAndSpawn` and `NetworkSpawnManager.InstantiateAndSpawn` methods to simplify prefab spawning by assuring that the prefab is valid and applies any override prior to instantiating the `GameObject` and spawning the `NetworkObject` instance. (#2710)

### Fixed

- Fixed issue where a client disconnected by a server-host would not receive a local notification. (#2789)
- Fixed issue where a server-host could shutdown during a relay connection but periodically the transport disconnect message sent to any connected clients could be dropped. (#2789)
- Fixed issue where a host could disconnect its local client but remain running as a server. (#2789)
- Fixed issue where `OnClientDisconnectedCallback` was not being invoked under certain conditions. (#2789)
- Fixed issue where `OnClientDisconnectedCallback` was always returning 0 as the client identifier. (#2789)
- Fixed issue where if a host or server shutdown while a client owned NetworkObjects (other than the player) it would throw an exception. (#2789)
- Fixed issue where setting values on a `NetworkVariable` or `NetworkList` within `OnNetworkDespawn` during a shutdown sequence would throw an exception. (#2789)
- Fixed issue where a teleport state could potentially be overridden by a previous unreliable delta state. (#2777)
- Fixed issue where `NetworkTransform` was using the `NetworkManager.ServerTime.Tick` as opposed to `NetworkManager.NetworkTickSystem.ServerTime.Tick` during the authoritative side's tick update where it performed a delta state check. (#2777)
- Fixed issue where a parented in-scene placed NetworkObject would be destroyed upon a client or server exiting a network session but not unloading the original scene in which the NetworkObject was placed. (#2737)
- Fixed issue where during client synchronization and scene loading, when client synchronization or the scene loading mode are set to `LoadSceneMode.Single`, a `CreateObjectMessage` could be received, processed, and the resultant spawned `NetworkObject` could be instantiated in the client's currently active scene that could, towards the end of the client synchronization or loading process, be unloaded and cause the newly created `NetworkObject` to be destroyed (and throw and exception). (#2735)
- Fixed issue where a `NetworkTransform` instance with interpolation enabled would result in wide visual motion gaps (stuttering) under above normal latency conditions and a 1-5% or higher packet are drop rate. (#2713)
- Fixed issue where  you could not have multiple source network prefab overrides targeting the same network prefab as their override. (#2710)

### Changed
- Changed the server or host shutdown so it will now perform a "soft shutdown" when `NetworkManager.Shutdown` is invoked. This will send a disconnect notification to all connected clients and the server-host will wait for all connected clients to disconnect or timeout after a 5 second period before completing the shutdown process. (#2789)
- Changed `OnClientDisconnectedCallback` will now return the assigned client identifier on the local client side if the client was approved and assigned one prior to being disconnected. (#2789)
- Changed `NetworkTransform.SetState` (and related methods) now are cumulative during a fractional tick period and sent on the next pending tick. (#2777)
- `NetworkManager.ConnectedClientsIds` is now accessible on the client side and will contain the list of all clients in the session, including the host client if the server is operating in host mode (#2762)
- Changed `NetworkSceneManager` to return a `SceneEventProgress` status and not throw exceptions for methods invoked when scene management is disabled and when a client attempts to access a `NetworkSceneManager` method by a client. (#2735)
- Changed `NetworkTransform` authoritative instance tick registration so a single `NetworkTransform` specific tick event update will update all authoritative instances to improve perofmance. (#2713)
- Changed `NetworkPrefabs.OverrideToNetworkPrefab` dictionary is no longer used/populated due to it ending up being related to a regression bug and not allowing more than one override to be assigned to a network prefab asset. (#2710)
- Changed in-scene placed `NetworkObject`s now store their source network prefab asset's `GlobalObjectIdHash` internally that is used, when scene management is disabled, by clients to spawn the correct prefab even if the `NetworkPrefab` entry has an override. This does not impact dynamically spawning the same prefab which will yield the override on both host and client. (#2710)
- Changed in-scene placed `NetworkObject`s no longer require a `NetworkPrefab` entry with `GlobalObjectIdHash` override in order for clients to properly synchronize. (#2710)
- Changed in-scene placed `NetworkObject`s now set their `IsSceneObject` value when generating their `GlobalObjectIdHash` value. (#2710)
- Changed the default `NetworkConfig.SpawnTimeout` value from 1.0s to 10.0s. (#2710)
2023-12-12 00:00:00 +00:00
Unity Technologies
0581a42b70 com.unity.netcode.gameobjects@1.5.2
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).

## [1.5.2] - 2023-07-24

### Added

### Fixed

- Fixed issue where `NetworkClient.OwnedObjects` was not returning any owned objects due to the `NetworkClient.IsConnected` not being properly set. (#2631)
- Fixed a crash when calling TrySetParent with a null Transform (#2625)
- Fixed issue where a `NetworkTransform` using full precision state updates was losing transform state updates when interpolation was enabled. (#2624)
- Fixed issue where `NetworkObject.SpawnWithObservers` was not being honored for late joining clients. (#2623)
- Fixed issue where invoking `NetworkManager.Shutdown` multiple times, depending upon the timing, could cause an exception. (#2622)
- Fixed issue where removing ownership would not notify the server that it gained ownership. This also resolves the issue where an owner authoritative NetworkTransform would not properly initialize upon removing ownership from a remote client. (#2618)
- Fixed ILPP issues when using CoreCLR and for certain dedicated server builds. (#2614)
- Fixed an ILPP compile error when creating a generic NetworkBehaviour singleton with a static T instance. (#2603)

### Changed
2023-07-24 00:00:00 +00:00
Unity Technologies
4d70c198bd com.unity.netcode.gameobjects@1.5.1
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).

## [1.5.1] - 2023-06-07

### Added

- Added support for serializing `NativeArray<>` and `NativeList<>` in `FastBufferReader`/`FastBufferWriter`, `BufferSerializer`, `NetworkVariable`, and RPCs. (To use `NativeList<>`, add `UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT` to your Scripting Define Symbols in `Project Settings > Player`) (#2375)
- The location of the automatically-created default network prefab list can now be configured (#2544)
- Added: Message size limits (max single message and max fragmented message) can now be set using NetworkManager.MaximumTransmissionUnitSize and NetworkManager.MaximumFragmentedMessageSize for transports that don't work with the default values (#2530)
- Added `NetworkObject.SpawnWithObservers` property (default is true) that when set to false will spawn a `NetworkObject` with no observers and will not be spawned on any client until `NetworkObject.NetworkShow` is invoked. (#2568)

### Fixed

- Fixed: Fixed a null reference in codegen in some projects (#2581)
- Fixed issue where the `OnClientDisconnected` client identifier was incorrect after a pending client connection was denied. (#2569)
- Fixed warning "Runtime Network Prefabs was not empty at initialization time." being erroneously logged when no runtime network prefabs had been added (#2565)
- Fixed issue where some temporary debug console logging was left in a merged PR. (#2562)
- Fixed the "Generate Default Network Prefabs List" setting not loading correctly and always reverting to being checked. (#2545)
- Fixed issue where users could not use NetworkSceneManager.VerifySceneBeforeLoading to exclude runtime generated scenes from client synchronization. (#2550)
- Fixed missing value on `NetworkListEvent` for `EventType.RemoveAt` events.  (#2542,#2543)
- Fixed issue where parenting a NetworkTransform under a transform with a scale other than Vector3.one would result in incorrect values on non-authoritative instances. (#2538)
- Fixed issue where a server would include scene migrated and then despawned NetworkObjects to a client that was being synchronized. (#2532)
- Fixed the inspector throwing exceptions when attempting to render `NetworkVariable`s of enum types. (#2529)
- Making a `NetworkVariable` with an `INetworkSerializable` type that doesn't meet the `new()` constraint will now create a compile-time error instead of an editor crash (#2528)
- Fixed Multiplayer Tools package installation docs page link on the NetworkManager popup. (#2526)
- Fixed an exception and error logging when two different objects are shown and hidden on the same frame (#2524)
- Fixed a memory leak in `UnityTransport` that occurred if `StartClient` failed. (#2518)
- Fixed issue where a client could throw an exception if abruptly disconnected from a network session with one or more spawned `NetworkObject`(s). (#2510)
- Fixed issue where invalid endpoint addresses were not being detected and returning false from NGO UnityTransport. (#2496)
- Fixed some errors that could occur if a connection is lost and the loss is detected when attempting to write to the socket. (#2495)

## Changed

- Adding network prefabs before NetworkManager initialization is now supported. (#2565)
- Connecting clients being synchronized now switch to the server's active scene before spawning and synchronizing NetworkObjects. (#2532)
- Updated `UnityTransport` dependency on `com.unity.transport` to 1.3.4. (#2533)
- Improved performance of NetworkBehaviour initialization by replacing reflection when initializing NetworkVariables with compile-time code generation, which should help reduce hitching during additive scene loads. (#2522)
2023-06-07 00:00:00 +00:00
Unity Technologies
60e2dabef4 com.unity.netcode.gameobjects@1.0.0-pre.7
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.7] - 2022-04-01

### Added

- Added editor only check prior to entering into play mode if the currently open and active scene is in the build list and if not displays a dialog box asking the user if they would like to automatically add it prior to entering into play mode. (#1828)
- Added `UnityTransport` implementation and `com.unity.transport` package dependency (#1823)
- Added `NetworkVariableWritePermission` to `NetworkVariableBase` and implemented `Owner` client writable netvars. (#1762)
- `UnityTransport` settings can now be set programmatically. (#1845)
- `FastBufferWriter` and Reader IsInitialized property. (#1859)

### Changed

- Updated `UnityTransport` dependency on `com.unity.transport` to 1.0.0 (#1849)

### Removed

- Removed `SnapshotSystem` (#1852)
- Removed `com.unity.modules.animation`, `com.unity.modules.physics` and `com.unity.modules.physics2d` dependencies from the package (#1812)
- Removed `com.unity.collections` dependency from the package (#1849)

### Fixed
- Fixed in-scene placed NetworkObjects not being found/ignored after a client disconnects and then reconnects. (#1850)
- Fixed issue where `UnityTransport` send queues were not flushed when calling `DisconnectLocalClient` or `DisconnectRemoteClient`. (#1847)
- Fixed NetworkBehaviour dependency verification check for an existing NetworkObject not searching from root parent transform relative GameObject. (#1841)
- Fixed issue where entries were not being removed from the NetworkSpawnManager.OwnershipToObjectsTable. (#1838)
- Fixed ClientRpcs would always send to all connected clients by default as opposed to only sending to the NetworkObject's Observers list by default. (#1836)
- Fixed clarity for NetworkSceneManager client side notification when it receives a scene hash value that does not exist in its local hash table. (#1828)
- Fixed client throws a key not found exception when it times out using UNet or UTP. (#1821)
- Fixed network variable updates are no longer limited to 32,768 bytes when NetworkConfig.EnsureNetworkVariableLengthSafety is enabled. The limits are now determined by what the transport can send in a message. (#1811)
- Fixed in-scene NetworkObjects get destroyed if a client fails to connect and shuts down the NetworkManager. (#1809)
- Fixed user never being notified in the editor that a NetworkBehaviour requires a NetworkObject to function properly. (#1808)
- Fixed PlayerObjects and dynamically spawned NetworkObjects not being added to the NetworkClient's OwnedObjects (#1801)
- Fixed issue where NetworkManager would continue starting even if the NetworkTransport selected failed. (#1780)
- Fixed issue when spawning new player if an already existing player exists it does not remove IsPlayer from the previous player (#1779)
- Fixed lack of notification that NetworkManager and NetworkObject cannot be added to the same GameObject with in-editor notifications (#1777)
- Fixed parenting warning printing for false positives (#1855)
2022-04-01 00:00:00 +00:00
Unity Technologies
22d877d1b2 com.unity.netcode.gameobjects@1.0.0-pre.2
# Changelog

All notable changes to this project will be documented in this file.

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.2] - 2020-12-20

### Added

- Associated Known Issues for the 1.0.0-pre.1 release in the changelog

### Changed

- Updated label for `1.0.0-pre.1` changelog section

## [1.0.0-pre.1] - 2020-12-20

### Added

- Added `ClientNetworkTransform` sample to the SDK package (#1168)
- Added `Bootstrap` sample to the SDK package (#1140)
- Enhanced `NetworkSceneManager` implementation with additive scene loading capabilities (#1080, #955, #913)
  - `NetworkSceneManager.OnSceneEvent` provides improved scene event notificaitons
- Enhanced `NetworkTransform` implementation with per axis/component based and threshold based state replication (#1042, #1055, #1061, #1084, #1101)
- Added a jitter-resistent `BufferedLinearInterpolator<T>` for `NetworkTransform` (#1060)
- Implemented `NetworkPrefabHandler` that provides support for object pooling and `NetworkPrefab` overrides (#1073, #1004, #977, #905,#749, #727)
- Implemented auto `NetworkObject` transform parent synchronization at runtime over the network (#855)
- Adopted Unity C# Coding Standards in the codebase with `.editorconfig` ruleset (#666, #670)
- When a client tries to spawn a `NetworkObject` an exception is thrown to indicate unsupported behavior. (#981)
- Added a `NetworkTime` and `NetworkTickSystem` which allows for improved control over time and ticks. (#845)
- Added a `OnNetworkDespawn` function to `NetworkObject` which gets called when a `NetworkObject` gets despawned and can be overriden. (#865)
- Added `SnapshotSystem` that would allow variables and spawn/despawn messages to be sent in blocks (#805, #852, #862, #963, #1012, #1013, #1021, #1040, #1062, #1064, #1083, #1091, #1111, #1129, #1166, #1192)
  - Disabled by default for now, except spawn/despawn messages
  - Will leverage unreliable messages with eventual consistency
- `NetworkBehaviour` and `NetworkObject`'s `NetworkManager` instances can now be overriden (#762)
- Added metrics reporting for the new network profiler if the Multiplayer Tools package is present (#1104, #1089, #1096, #1086, #1072, #1058, #960, #897, #891, #878)
- `NetworkBehaviour.IsSpawned` a quick (and stable) way to determine if the associated NetworkObject is spawned (#1190)
- Added `NetworkRigidbody` and `NetworkRigidbody2D` components to support networking `Rigidbody` and `Rigidbody2D` components (#1202, #1175)
- Added `NetworkObjectReference` and `NetworkBehaviourReference` structs which allow to sending `NetworkObject/Behaviours` over RPCs/`NetworkVariable`s (#1173)
- Added `NetworkAnimator` component to support networking `Animator` component (#1281, #872)

### Changed

- Bumped minimum Unity version, renamed package as "Unity Netcode for GameObjects", replaced `MLAPI` namespace and its variants with `Unity.Netcode` namespace and per asm-def variants (#1007, #1009, #1015, #1017, #1019, #1025, #1026, #1065)
  - Minimum Unity version:
    - 2019.4 → 2020.3+
  - Package rename:
    - Display name: `MLAPI Networking Library` → `Netcode for GameObjects`
    - Name: `com.unity.multiplayer.mlapi` → `com.unity.netcode.gameobjects`
    - Updated package description
  - All `MLAPI.x` namespaces are replaced with `Unity.Netcode`
    - `MLAPI.Messaging` → `Unity.Netcode`
    - `MLAPI.Connection` → `Unity.Netcode`
    - `MLAPI.Logging` → `Unity.Netcode`
    - `MLAPI.SceneManagement` → `Unity.Netcode`
    - and other `MLAPI.x` variants to `Unity.Netcode`
  - All assembly definitions are renamed with `Unity.Netcode.x` variants
    - `Unity.Multiplayer.MLAPI.Runtime` → `Unity.Netcode.Runtime`
    - `Unity.Multiplayer.MLAPI.Editor` → `Unity.Netcode.Editor`
    - and other `Unity.Multiplayer.MLAPI.x` variants to `Unity.Netcode.x` variants
- Renamed `Prototyping` namespace and assembly definition to `Components` (#1145)
- Changed `NetworkObject.Despawn(bool destroy)` API to default to `destroy = true` for better usability (#1217)
- Scene registration in `NetworkManager` is now replaced by Build Setttings → Scenes in Build List (#1080)
- `NetworkSceneManager.SwitchScene` has been replaced by `NetworkSceneManager.LoadScene` (#955)
- `NetworkManager, NetworkConfig, and NetworkSceneManager` scene registration replaced with scenes in build list (#1080)
- `GlobalObjectIdHash` replaced `PrefabHash` and `PrefabHashGenerator` for stability and consistency (#698)
- `NetworkStart` has been renamed to `OnNetworkSpawn`. (#865)
- Network variable cleanup - eliminated shared mode, variables are server-authoritative (#1059, #1074)
- `NetworkManager` and other systems are no longer singletons/statics (#696, #705, #706, #737, #738, #739, #746, #747, #763, #765, #766, #783, #784, #785, #786, #787, #788)
- Changed `INetworkSerializable.NetworkSerialize` method signature to use `BufferSerializer<T>` instead of `NetworkSerializer` (#1187)
- Changed `CustomMessagingManager`'s methods to use `FastBufferWriter` and `FastBufferReader` instead of `Stream` (#1187)
- Reduced internal runtime allocations by removing LINQ calls and replacing managed lists/arrays with native collections (#1196)

### Removed

- Removed `NetworkNavMeshAgent` (#1150)
- Removed `NetworkDictionary`, `NetworkSet` (#1149)
- Removed `NetworkVariableSettings` (#1097)
- Removed predefined `NetworkVariable<T>` types (#1093)
    - Removed `NetworkVariableBool`, `NetworkVariableByte`, `NetworkVariableSByte`, `NetworkVariableUShort`, `NetworkVariableShort`, `NetworkVariableUInt`, `NetworkVariableInt`, `NetworkVariableULong`, `NetworkVariableLong`, `NetworkVariableFloat`, `NetworkVariableDouble`, `NetworkVariableVector2`, `NetworkVariableVector3`, `NetworkVariableVector4`, `NetworkVariableColor`, `NetworkVariableColor32`, `NetworkVariableRay`, `NetworkVariableQuaternion`
- Removed `NetworkChannel` and `MultiplexTransportAdapter` (#1133)
- Removed ILPP backend for 2019.4, minimum required version is 2020.3+ (#895)
- `NetworkManager.NetworkConfig` had the following properties removed: (#1080)
  - Scene Registrations no longer exists
  - Allow Runtime Scene Changes was no longer needed and was removed
- Removed the NetworkObject.Spawn payload parameter (#1005)
- Removed `ProfilerCounter`, the original MLAPI network profiler, and the built-in network profiler module (2020.3). A replacement can now be found in the Multiplayer Tools package. (#1048)
- Removed UNet RelayTransport and related relay functionality in UNetTransport (#1081)
- Removed `UpdateStage` parameter from `ServerRpcSendParams` and `ClientRpcSendParams` (#1187)
- Removed `NetworkBuffer`, `NetworkWriter`, `NetworkReader`, `NetworkSerializer`, `PooledNetworkBuffer`, `PooledNetworkWriter`, and `PooledNetworkReader` (#1187)
- Removed `EnableNetworkVariable` in `NetworkConfig`, it is always enabled now (#1179)
- Removed `NetworkTransform`'s FixedSendsPerSecond, AssumeSyncedSends, InterpolateServer, ExtrapolatePosition, MaxSendsToExtrapolate, Channel, EnableNonProvokedResendChecks, DistanceSendrate (#1060) (#826) (#1042, #1055, #1061, #1084, #1101)
- Removed `NetworkManager`'s `StopServer()`, `StopClient()` and `StopHost()` methods and replaced with single `NetworkManager.Shutdown()` method for all (#1108)

### Fixed

- Fixed ServerRpc ownership check to `Debug.LogError` instead of `Debug.LogWarning` (#1126)
- Fixed `NetworkObject.OwnerClientId` property changing before `NetworkBehaviour.OnGainedOwnership()` callback (#1092)
- Fixed `NetworkBehaviourILPP` to iterate over all types in an assembly (#803)
- Fixed cross-asmdef RPC ILPP by importing types into external assemblies (#678)
- Fixed `NetworkManager` shutdown when quitting the application or switching scenes (#1011)
  - Now `NetworkManager` shutdowns correctly and despawns existing `NetworkObject`s
- Fixed Only one `PlayerPrefab` can be selected on `NetworkManager` inspector UI in the editor (#676)
- Fixed connection approval not being triggered for host (#675)
- Fixed various situations where messages could be processed in an invalid order, resulting in errors (#948, #1187, #1218)
- Fixed `NetworkVariable`s being default-initialized on the client instead of being initialized with the desired value (#1266)
- Improved runtime performance and reduced GC pressure (#1187)
- Fixed #915 - clients are receiving data from objects not visible to them (#1099)
- Fixed `NetworkTransform`'s "late join" issues, `NetworkTransform` now uses `NetworkVariable`s instead of RPCs (#826)
- Throw an exception for silent failure when a client tries to get another player's `PlayerObject`, it is now only allowed on the server-side (#844)

### Known Issues

- `NetworkVariable` does not serialize `INetworkSerializable` types through their `NetworkSerialize` implementation
- `NetworkObjects` marked as `DontDestroyOnLoad` are disabled during some network scene transitions
- `NetworkTransform` interpolates from the origin when switching Local Space synchronization
- Exceptions thrown in `OnNetworkSpawn` user code for an object will prevent the callback in other objects
- Cannot send an array of `INetworkSerializable` in RPCs
- ILPP generation fails with special characters in project path

## [0.2.0] - 2021-06-03

WIP version increment to pass package validation checks. Changelog & final version number TBD.

## [0.1.1] - 2021-06-01

This is hotfix v0.1.1 for the initial experimental Unity MLAPI Package.

### Changed

- Fixed issue with the Unity Registry package version missing some fixes from the v0.1.0 release.

## [0.1.0] - 2021-03-23

This is the initial experimental Unity MLAPI Package, v0.1.0.

### Added

- Refactored a new standard for Remote Procedure Call (RPC) in MLAPI which provides increased performance, significantly reduced boilerplate code, and extensibility for future-proofed code. MLAPI RPC includes `ServerRpc` and `ClientRpc` to execute logic on the server and client-side. This provides a single performant unified RPC solution, replacing MLAPI Convenience and Performance RPC (see [here](#removed-features)).
- Added standarized serialization types, including built-in and custom serialization flows. See [RFC #2](https://github.com/Unity-Technologies/com.unity.multiplayer.rfcs/blob/master/text/0002-serializable-types.md) for details.
- `INetworkSerializable` interface replaces `IBitWritable`.
- Added `NetworkSerializer`..., which is the main aggregator that implements serialization code for built-in supported types and holds `NetworkReader` and `NetworkWriter` instances internally.
- Added a Network Update Loop infrastructure that aids Netcode systems to update (such as RPC queue and transport) outside of the standard `MonoBehaviour` event cycle. See [RFC #8](https://github.com/Unity-Technologies/com.unity.multiplayer.rfcs/blob/master/text/0008-network-update-loop.md) and the following details:
  - It uses Unity's [low-level Player Loop API](https://docs.unity3d.com/ScriptReference/LowLevel.PlayerLoop.html) and allows for registering `INetworkUpdateSystem`s with `NetworkUpdate` methods to be executed at specific `NetworkUpdateStage`s, which may also be before or after `MonoBehaviour`-driven game logic execution.
  - You will typically interact with `NetworkUpdateLoop` for registration and `INetworkUpdateSystem` for implementation.
  - `NetworkVariable`s are now tick-based using the `NetworkTickSystem`, tracking time through network interactions and syncs.
- Added message batching to handle consecutive RPC requests sent to the same client. `RpcBatcher` sends batches based on requests from the `RpcQueueProcessing`, by batch size threshold or immediately.
- [GitHub 494](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/494): Added a constraint to allow one `NetworkObject` per `GameObject`, set through the `DisallowMultipleComponent` attribute.
- Integrated MLAPI with the Unity Profiler for versions 2020.2 and later:
  - Added new profiler modules for MLAPI that report important network data.
  - Attached the profiler to a remote player to view network data over the wire.
- A test project is available for building and experimenting with MLAPI features. This project is available in the MLAPI GitHub [testproject folder](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/tree/release/0.1.0/testproject).
- Added a [MLAPI Community Contributions](https://github.com/Unity-Technologies/mlapi-community-contributions/tree/master/com.mlapi.contrib.extensions) new GitHub repository to accept extensions from the MLAPI community. Current extensions include moved MLAPI features for lag compensation (useful for Server Authoritative actions) and `TrackedObject`.

### Changed

- [GitHub 520](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/520): MLAPI now uses the Unity Package Manager for installation management.
- Added functionality and usability to `NetworkVariable`, previously called `NetworkVar`. Updates enhance options and fully replace the need for `SyncedVar`s.
- [GitHub 507](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/507): Reimplemented `NetworkAnimator`, which synchronizes animation states for networked objects.
- GitHub [444](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/444) and [455](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/455): Channels are now represented as bytes instead of strings.

For users of previous versions of MLAPI, this release renames APIs due to refactoring. All obsolete marked APIs have been removed as per [GitHub 513](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/513) and [GitHub 514](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/514).

| Previous MLAPI Versions | V 0.1.0 Name |
| -- | -- |
| `NetworkingManager` | `NetworkManager` |
| `NetworkedObject` | `NetworkObject` |
| `NetworkedBehaviour` | `NetworkBehaviour` |
| `NetworkedClient` | `NetworkClient` |
| `NetworkedPrefab` | `NetworkPrefab` |
| `NetworkedVar` | `NetworkVariable` |
| `NetworkedTransform` | `NetworkTransform` |
| `NetworkedAnimator` | `NetworkAnimator` |
| `NetworkedAnimatorEditor` | `NetworkAnimatorEditor` |
| `NetworkedNavMeshAgent` | `NetworkNavMeshAgent` |
| `SpawnManager` | `NetworkSpawnManager` |
| `BitStream` | `NetworkBuffer` |
| `BitReader` | `NetworkReader` |
| `BitWriter` | `NetworkWriter` |
| `NetEventType` | `NetworkEventType` |
| `ChannelType` | `NetworkDelivery` |
| `Channel` | `NetworkChannel` |
| `Transport` | `NetworkTransport` |
| `NetworkedDictionary` | `NetworkDictionary` |
| `NetworkedList` | `NetworkList` |
| `NetworkedSet` | `NetworkSet` |
| `MLAPIConstants` | `NetworkConstants` |
| `UnetTransport` | `UNetTransport` |

### Fixed

- [GitHub 460](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/460): Fixed an issue for RPC where the host-server was not receiving RPCs from the host-client and vice versa without the loopback flag set in `NetworkingManager`.
- Fixed an issue where data in the Profiler was incorrectly aggregated and drawn, which caused the profiler data to increment indefinitely instead of resetting each frame.
- Fixed an issue the client soft-synced causing PlayMode client-only scene transition issues, caused when running the client in the editor and the host as a release build. Users may have encountered a soft sync of `NetworkedInstanceId` issues in the `SpawnManager.ClientCollectSoftSyncSceneObjectSweep` method.
- [GitHub 458](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/458): Fixed serialization issues in `NetworkList` and `NetworkDictionary` when running in Server mode.
- [GitHub 498](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/498): Fixed numerical precision issues to prevent not a number (NaN) quaternions.
- [GitHub 438](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/438): Fixed booleans by reaching or writing bytes instead of bits.
- [GitHub 519](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/519): Fixed an issue where calling `Shutdown()` before making `NetworkManager.Singleton = null` is null on `NetworkManager.OnDestroy()`.

### Removed

With a new release of MLAPI in Unity, some features have been removed:

- SyncVars have been removed from MLAPI. Use `NetworkVariable`s in place of this functionality. <!-- MTT54 -->
- [GitHub 527](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/527): Lag compensation systems and `TrackedObject` have moved to the new [MLAPI Community Contributions](https://github.com/Unity-Technologies/mlapi-community-contributions/tree/master/com.mlapi.contrib.extensions) repo.
- [GitHub 509](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/509): Encryption has been removed from MLAPI. The `Encryption` option in `NetworkConfig` on the `NetworkingManager` is not available in this release. This change will not block game creation or running. A current replacement for this functionality is not available, and may be developed in future releases. See the following changes:
    - Removed `SecuritySendFlags` from all APIs.
    - Removed encryption, cryptography, and certificate configurations from APIs including `NetworkManager` and `NetworkConfig`.
    - Removed "hail handshake", including `NetworkManager` implementation and `NetworkConstants` entries.
    - Modified `RpcQueue` and `RpcBatcher` internals to remove encryption and authentication from reading and writing.
- Removed the previous MLAPI Profiler editor window from Unity versions 2020.2 and later.
- Removed previous MLAPI Convenience and Performance RPC APIs with the new standard RPC API. See [RFC #1](https://github.com/Unity-Technologies/com.unity.multiplayer.rfcs/blob/master/text/0001-std-rpc-api.md) for details.
- [GitHub 520](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/520): Removed the MLAPI Installer.

### Known Issues

- `NetworkNavMeshAgent` does not synchronize mesh data, Agent Size, Steering, Obstacle Avoidance, or Path Finding settings. It only synchronizes the destination and velocity, not the path to the destination.
- For `RPC`, methods with a `ClientRpc` or `ServerRpc` suffix which are not marked with [ServerRpc] or [ClientRpc] will cause a compiler error.
- For `NetworkAnimator`, Animator Overrides are not supported. Triggers do not work.
- For `NetworkVariable`, the `NetworkDictionary` `List` and `Set` must use the `reliableSequenced` channel.
- `NetworkObjects`s are supported but when spawning a prefab with nested child network objects you have to manually call spawn on them
- `NetworkTransform` have the following issues:
  - Replicated objects may have jitter.
  - The owner is always authoritative about the object's position.
  - Scale is not synchronized.
- Connection Approval is not called on the host client.
- For `NamedMessages`, always use `NetworkBuffer` as the underlying stream for sending named and unnamed messages.
- For `NetworkManager`, connection management is limited. Use `IsServer`, `IsClient`, `IsConnectedClient`, or other code to check if MLAPI connected correctly.

## [0.0.1-preview.1] - 2020-12-20

This was an internally-only-used version of the Unity MLAPI Package
2020-12-20 00:00:00 +00:00