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). ## [2.0.0] - 2024-09-12 ### Added - Added tooltips for all of the `NetworkObject` component's properties. (#3052) - Added message size validation to named and unnamed message sending functions for better error messages. (#3049) - Added "Check for NetworkObject Component" property to the Multiplayer->Netcode for GameObjects project settings. When disabled, this will bypass the in-editor `NetworkObject` check on `NetworkBehaviour` components. (#3031) - Added `NetworkTransform.SwitchTransformSpaceWhenParented` property that, when enabled, will handle the world to local, local to world, and local to local transform space transitions when interpolation is enabled. (#3013) - Added `NetworkTransform.TickSyncChildren` that, when enabled, will tick synchronize nested and/or child `NetworkTransform` components to eliminate any potential visual jittering that could occur if the `NetworkTransform` instances get into a state where their state updates are landing on different network ticks. (#3013) - Added `NetworkObject.AllowOwnerToParent` property to provide the ability to allow clients to parent owned objects when running in a client-server network topology. (#3013) - Added `NetworkObject.SyncOwnerTransformWhenParented` property to provide a way to disable applying the server's transform information in the parenting message on the client owner instance which can be useful for owner authoritative motion models. (#3013) - Added `NetcodeEditorBase` editor helper class to provide easier modification and extension of the SDK's components. (#3013) ### Fixed - Fixed issue where `NetworkAnimator` would send updates to non-observer clients. (#3057) - Fixed issue where an exception could occur when receiving a universal RPC for a `NetworkObject` that has been despawned. (#3052) - Fixed issue where a NetworkObject hidden from a client that is then promoted to be session owner was not being synchronized with newly joining clients.(#3051) - Fixed issue where clients could have a wrong time delta on `NetworkVariableBase` which could prevent from sending delta state updates. (#3045) - Fixed issue where setting a prefab hash value during connection approval but not having a player prefab assigned could cause an exception when spawning a player. (#3042) - Fixed issue where the `NetworkSpawnManager.HandleNetworkObjectShow` could throw an exception if one of the `NetworkObject` components to show was destroyed during the same frame. (#3030) - Fixed issue where the `NetworkManagerHelper` was continuing to check for hierarchy changes when in play mode. (#3026) - Fixed issue with newly/late joined clients and `NetworkTransform` synchronization of parented `NetworkObject` instances. (#3013) - Fixed issue with smooth transitions between transform spaces when interpolation is enabled (requires `NetworkTransform.SwitchTransformSpaceWhenParented` to be enabled). (#3013) ### Changed - Changed `NetworkTransformEditor` now uses `NetworkTransform` as the base type class to assure it doesn't display a foldout group when using the base `NetworkTransform` component class. (#3052) - Changed `NetworkAnimator.Awake` is now a protected virtual method. (#3052) - Changed when invoking `NetworkManager.ConnectionManager.DisconnectClient` during a distributed authority session a more appropriate message is logged. (#3052) - Changed `NetworkTransformEditor` so it now derives from `NetcodeEditorBase`. (#3013) - Changed `NetworkRigidbodyBaseEditor` so it now derives from `NetcodeEditorBase`. (#3013) - Changed `NetworkManagerEditor` so it now derives from `NetcodeEditorBase`. (#3013)
262 lines
11 KiB
C#
262 lines
11 KiB
C#
using System.Collections.Generic;
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using System.IO;
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using UnityEditor;
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using UnityEngine;
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using Directory = UnityEngine.Windows.Directory;
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using File = UnityEngine.Windows.File;
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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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private const float k_MaxLabelWidth = 450f;
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private static float s_MaxLabelWidth;
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private static bool s_ShowEditorSettingFields = true;
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private static bool s_ShowProjectSettingFields = true;
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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/Multiplayer/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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deactivateHandler = OnDeactivate
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};
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return provider;
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}
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private static void OnDeactivate()
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{
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var settings = NetcodeForGameObjectsProjectSettings.instance;
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if (settings.TempNetworkPrefabsPath != settings.NetworkPrefabsPath)
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{
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var newPath = settings.TempNetworkPrefabsPath;
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if (newPath == "")
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{
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newPath = NetcodeForGameObjectsProjectSettings.DefaultNetworkPrefabsPath;
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settings.TempNetworkPrefabsPath = newPath;
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}
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var oldPath = settings.NetworkPrefabsPath;
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settings.NetworkPrefabsPath = settings.TempNetworkPrefabsPath;
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var dirName = Path.GetDirectoryName(newPath);
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if (!Directory.Exists(dirName))
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{
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var dirs = dirName.Split(new[] { Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar });
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var dirsQueue = new Queue<string>(dirs);
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var parent = dirsQueue.Dequeue();
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while (dirsQueue.Count != 0)
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{
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var child = dirsQueue.Dequeue();
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var together = Path.Combine(parent, child);
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if (!Directory.Exists(together))
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{
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AssetDatabase.CreateFolder(parent, child);
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}
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parent = together;
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}
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}
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if (Directory.Exists(dirName))
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{
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if (File.Exists(oldPath))
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{
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AssetDatabase.MoveAsset(oldPath, newPath);
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if (File.Exists(oldPath))
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{
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File.Delete(oldPath);
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}
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AssetDatabase.Refresh();
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}
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}
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settings.SaveSettings();
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}
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}
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internal static NetcodeSettingsLabel NetworkObjectsSectionLabel;
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internal static NetcodeSettingsToggle AutoAddNetworkObjectToggle;
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internal static NetcodeSettingsToggle CheckForNetworkObjectToggle;
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internal static NetcodeSettingsLabel MultiplayerToolsLabel;
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internal static NetcodeSettingsToggle MultiplayerToolTipStatusToggle;
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/// <summary>
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/// Creates an instance of the settings UI Elements if they don't already exist.
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/// </summary>
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/// <remarks>
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/// We have to construct any NetcodeGUISettings derived classes here because in
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/// version 2020.x.x EditorStyles.label does not exist yet (higher versions it does)
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/// </remarks>
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private static void CheckForInitialize()
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{
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if (NetworkObjectsSectionLabel == null)
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{
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NetworkObjectsSectionLabel = new NetcodeSettingsLabel("NetworkObject Helper Settings", 20);
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}
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if (AutoAddNetworkObjectToggle == null)
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{
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AutoAddNetworkObjectToggle = new NetcodeSettingsToggle("Auto-Add NetworkObject Component", "When enabled, NetworkObject components are automatically added to GameObjects when NetworkBehaviour components are added first.", 20);
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}
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if (CheckForNetworkObjectToggle == null)
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{
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CheckForNetworkObjectToggle = new NetcodeSettingsToggle("Check for NetworkObject Component", "When disabled, the automatic check on NetworkBehaviours for an associated NetworkObject component will not be performed and Auto-Add NetworkObject Component will be disabled.", 20);
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}
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if (MultiplayerToolsLabel == null)
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{
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MultiplayerToolsLabel = new NetcodeSettingsLabel("Multiplayer Tools", 20);
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}
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if (MultiplayerToolTipStatusToggle == null)
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{
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MultiplayerToolTipStatusToggle = new NetcodeSettingsToggle("Multiplayer Tools Install Reminder", "When enabled, the NetworkManager will display the notification to install the multiplayer tools package.", 20);
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}
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}
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private static void OnGuiHandler(string obj)
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{
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// Make sure all NetcodeGUISettings derived classes are instantiated first
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CheckForInitialize();
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var autoAddNetworkObjectSetting = NetcodeForGameObjectsEditorSettings.GetAutoAddNetworkObjectSetting();
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var checkForNetworkObjectSetting = NetcodeForGameObjectsEditorSettings.GetCheckForNetworkObjectSetting();
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var multiplayerToolsTipStatus = NetcodeForGameObjectsEditorSettings.GetNetcodeInstallMultiplayerToolTips() == 0;
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var settings = NetcodeForGameObjectsProjectSettings.instance;
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var generateDefaultPrefabs = settings.GenerateDefaultNetworkPrefabs;
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var networkPrefabsPath = settings.TempNetworkPrefabsPath;
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EditorGUI.BeginChangeCheck();
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GUILayout.BeginVertical("Box");
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s_ShowEditorSettingFields = EditorGUILayout.BeginFoldoutHeaderGroup(s_ShowEditorSettingFields, "Editor Settings");
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if (s_ShowEditorSettingFields)
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{
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GUILayout.BeginVertical("Box");
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NetworkObjectsSectionLabel.DrawLabel();
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autoAddNetworkObjectSetting = AutoAddNetworkObjectToggle.DrawToggle(autoAddNetworkObjectSetting, checkForNetworkObjectSetting);
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checkForNetworkObjectSetting = CheckForNetworkObjectToggle.DrawToggle(checkForNetworkObjectSetting);
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if (autoAddNetworkObjectSetting && !checkForNetworkObjectSetting)
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{
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autoAddNetworkObjectSetting = false;
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}
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GUILayout.EndVertical();
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GUILayout.BeginVertical("Box");
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MultiplayerToolsLabel.DrawLabel();
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multiplayerToolsTipStatus = MultiplayerToolTipStatusToggle.DrawToggle(multiplayerToolsTipStatus);
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GUILayout.EndVertical();
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}
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EditorGUILayout.EndFoldoutHeaderGroup();
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GUILayout.EndVertical();
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GUILayout.BeginVertical("Box");
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s_ShowProjectSettingFields = EditorGUILayout.BeginFoldoutHeaderGroup(s_ShowProjectSettingFields, "Project Settings");
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if (s_ShowProjectSettingFields)
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{
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GUILayout.BeginVertical("Box");
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const string generateNetworkPrefabsString = "Generate Default Network Prefabs List";
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const string networkPrefabsLocationString = "Default Network Prefabs List path";
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if (s_MaxLabelWidth == 0)
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{
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s_MaxLabelWidth = EditorStyles.label.CalcSize(new GUIContent(generateNetworkPrefabsString)).x;
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s_MaxLabelWidth = Mathf.Min(k_MaxLabelWidth, s_MaxLabelWidth);
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}
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EditorGUIUtility.labelWidth = s_MaxLabelWidth;
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GUILayout.Label("Network Prefabs", EditorStyles.boldLabel);
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generateDefaultPrefabs = EditorGUILayout.Toggle(
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new GUIContent(
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generateNetworkPrefabsString,
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"When enabled, a default NetworkPrefabsList object will be added to your project and kept up " +
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"to date with all NetworkObject prefabs."),
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generateDefaultPrefabs,
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GUILayout.Width(s_MaxLabelWidth + 20));
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GUI.SetNextControlName("Location");
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networkPrefabsPath = EditorGUILayout.TextField(
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new GUIContent(
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networkPrefabsLocationString,
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"The path to the asset the default NetworkPrefabList object should be stored in."),
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networkPrefabsPath,
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GUILayout.Width(s_MaxLabelWidth + 270));
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GUILayout.EndVertical();
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}
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EditorGUILayout.EndFoldoutHeaderGroup();
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GUILayout.EndVertical();
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if (EditorGUI.EndChangeCheck())
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{
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NetcodeForGameObjectsEditorSettings.SetAutoAddNetworkObjectSetting(autoAddNetworkObjectSetting);
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NetcodeForGameObjectsEditorSettings.SetCheckForNetworkObjectSetting(checkForNetworkObjectSetting);
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NetcodeForGameObjectsEditorSettings.SetNetcodeInstallMultiplayerToolTips(multiplayerToolsTipStatus ? 0 : 1);
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settings.GenerateDefaultNetworkPrefabs = generateDefaultPrefabs;
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settings.TempNetworkPrefabsPath = networkPrefabsPath;
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settings.SaveSettings();
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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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AdjustLabelSize(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, bool enabled = true)
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{
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EditorGUIUtility.labelWidth = m_LabelSize;
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GUI.enabled = enabled;
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var returnValue = EditorGUILayout.Toggle(m_ToggleContent, currentSetting, m_LayoutWidth);
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GUI.enabled = true;
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return returnValue;
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}
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public NetcodeSettingsToggle(string labelText, string toolTip, float layoutOffset)
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{
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AdjustLabelSize(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 AdjustLabelSize(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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