{ "name": "com.unity.netcode.gameobjects", "displayName": "Netcode for GameObjects", "description": "Netcode for GameObjects is a high-level netcode SDK that provides networking capabilities to GameObject/MonoBehaviour workflows within Unity and sits on top of underlying transport layer.", "version": "1.7.0", "unity": "2020.3", "dependencies": { "com.unity.nuget.mono-cecil": "1.10.1", "com.unity.transport": "1.4.0" }, "_upm": { "changelog": "### Added\n\n- exposed NetworkObject.GetNetworkBehaviourAtOrderIndex as a public API (#2724)\n- 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)\n- Added methods NetworkManager.SetPeerMTU and NetworkManager.GetPeerMTU to be able to set MTU sizes per-peer (#2676)\n- 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)\n- Added `GenerateSerializationForTypeAttribute`, which can be applied to any class or method to ensure the codegen generates serialization for the specific provided type. (#2694)\n- Exposed `NetworkVariableSerialization.Read`, `NetworkVariableSerialization.Write`, `NetworkVariableSerialization.AreEqual`, and `NetworkVariableSerialization.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)\n- Added `NetworkVariableBase.MarkNetworkBehaviourDirty` so that user-created network variable types can mark their containing `NetworkBehaviour` to be processed by the update loop. (#2694)\n\n### Fixed\n\n- Fixed issue where the server side `NetworkSceneManager` instance was not adding the currently active scene to its list of scenes loaded. (#2723)\n- Generic NetworkBehaviour types no longer result in compile errors or runtime errors (#2720)\n- 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)\n- Errors are no longer thrown when entering play mode with domain reload disabled (#2720)\n- NetworkSpawn is now correctly called each time when entering play mode with scene reload disabled (#2720)\n- NetworkVariables of non-integer types will no longer break the inspector (#2714)\n- NetworkVariables with NonSerializedAttribute will not appear in the inspector (#2714)\n- 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)\n- 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)\n- Fixed issue where `SpawnWithObservers` was not being honored when `NetworkConfig.EnableSceneManagement` was disabled. (#2682)\n- 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)\n- 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)\n- Fixed issue where generation of the `DefaultNetworkPrefabs` asset was not enabled by default. (#2662)\n- Fixed issue where the `GlobalObjectIdHash` value could be updated but the asset not marked as dirty. (#2662)\n- 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)\n- 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)\n\n### Changed\n\n- Updated dependency on `com.unity.transport` to version 1.4.0. (#2716)" }, "upmCi": { "footprint": "87fd22da62ed4e055a6eead5cea85b4b449eded0" }, "documentationUrl": "https://docs.unity3d.com/Packages/com.unity.netcode.gameobjects@1.7/manual/index.html", "repository": { "url": "https://github.com/Unity-Technologies/com.unity.netcode.gameobjects.git", "type": "git", "revision": "f4004c72eb46bf2aac62bc71b599017bd0570fdb" }, "samples": [ { "displayName": "Bootstrap", "description": "A lightweight sample to get started", "path": "Samples~/Bootstrap" } ] }