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-exp.2] - 2024-04-02 ### Added - Added updates to all internal messages to account for a distributed authority network session connection. (#2863) - Added `NetworkRigidbodyBase` that provides users with a more customizable network rigidbody, handles both `Rigidbody` and `Rigidbody2D`, and provides an option to make `NetworkTransform` use the rigid body for motion. (#2863) - For a customized `NetworkRigidbodyBase` class: - `NetworkRigidbodyBase.AutoUpdateKinematicState` provides control on whether the kinematic setting will be automatically set or not when ownership changes. - `NetworkRigidbodyBase.AutoSetKinematicOnDespawn` provides control on whether isKinematic will automatically be set to true when the associated `NetworkObject` is despawned. - `NetworkRigidbodyBase.Initialize` is a protected method that, when invoked, will initialize the instance. This includes options to: - Set whether using a `RigidbodyTypes.Rigidbody` or `RigidbodyTypes.Rigidbody2D`. - Includes additional optional parameters to set the `NetworkTransform`, `Rigidbody`, and `Rigidbody2d` to use. - Provides additional public methods: - `NetworkRigidbodyBase.GetPosition` to return the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.GetRotation` to return the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.MovePosition` to move to the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.MoveRotation` to move to the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.Move` to move to the position and rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.Move` to move to the position and rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.SetPosition` to set the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.SetRotation` to set the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting). - `NetworkRigidbodyBase.ApplyCurrentTransform` to set the position and rotation of the `Rigidbody` or `Rigidbody2d` based on the associated `GameObject` transform (depending upon its initialized setting). - `NetworkRigidbodyBase.WakeIfSleeping` to wake up the rigid body if sleeping. - `NetworkRigidbodyBase.SleepRigidbody` to put the rigid body to sleep. - `NetworkRigidbodyBase.IsKinematic` to determine if the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) is currently kinematic. - `NetworkRigidbodyBase.SetIsKinematic` to set the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) current kinematic state. - `NetworkRigidbodyBase.ResetInterpolation` to reset the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) back to its original interpolation value when initialized. - Now includes a `MonoBehaviour.FixedUpdate` implementation that will update the assigned `NetworkTransform` when `NetworkRigidbodyBase.UseRigidBodyForMotion` is true. (#2863) - Added `RigidbodyContactEventManager` that provides a more optimized way to process collision enter and collision stay events as opposed to the `Monobehaviour` approach. (#2863) - Can be used in client-server and distributed authority modes, but is particularly useful in distributed authority. - Added rigid body motion updates to `NetworkTransform` which allows users to set interolation on rigid bodies. (#2863) - Extrapolation is only allowed on authoritative instances, but custom class derived from `NetworkRigidbodyBase` or `NetworkRigidbody` or `NetworkRigidbody2D` automatically switches non-authoritative instances to interpolation if set to extrapolation. - Added distributed authority mode support to `NetworkAnimator`. (#2863) - Added session mode selection to `NetworkManager` inspector view. (#2863) - Added distributed authority permissions feature. (#2863) - Added distributed authority mode specific `NetworkObject` permissions flags (Distributable, Transferable, and RequestRequired). (#2863) - Added distributed authority mode specific `NetworkObject.SetOwnershipStatus` method that applies one or more `NetworkObject` instance's ownership flags. If updated when spawned, the ownership permission changes are synchronized with the other connected clients. (#2863) - Added distributed authority mode specific `NetworkObject.RemoveOwnershipStatus` method that removes one or more `NetworkObject` instance's ownership flags. If updated when spawned, the ownership permission changes are synchronized with the other connected clients. (#2863) - Added distributed authority mode specific `NetworkObject.HasOwnershipStatus` method that will return (true or false) whether one or more ownership flags is set. (#2863) - Added distributed authority mode specific `NetworkObject.SetOwnershipLock` method that locks ownership of a `NetworkObject` to prevent ownership from changing until the current owner releases the lock. (#2863) - Added distributed authority mode specific `NetworkObject.RequestOwnership` method that sends an ownership request to the current owner of a spawned `NetworkObject` instance. (#2863) - Added distributed authority mode specific `NetworkObject.OnOwnershipRequested` callback handler that is invoked on the owner/authoritative side when a non-owner requests ownership. Depending upon the boolean returned value depends upon whether the request is approved or denied. (#2863) - Added distributed authority mode specific `NetworkObject.OnOwnershipRequestResponse` callback handler that is invoked when a non-owner's request has been processed. This callback includes a `NetworkObjet.OwnershipRequestResponseStatus` response parameter that describes whether the request was approved or the reason why it was not approved. (#2863) - Added distributed authority mode specific `NetworkObject.DeferDespawn` method that defers the despawning of `NetworkObject` instances on non-authoritative clients based on the tick offset parameter. (#2863) - Added distributed authority mode specific `NetworkObject.OnDeferredDespawnComplete` callback handler that can be used to further control when deferring the despawning of a `NetworkObject` on non-authoritative instances. (#2863) - Added `NetworkClient.SessionModeType` as one way to determine the current session mode of the network session a client is connected to. (#2863) - Added distributed authority mode specific `NetworkClient.IsSessionOwner` property to determine if the current local client is the current session owner of a distributed authority session. (#2863) - Added distributed authority mode specific client side spawning capabilities. When running in distributed authority mode, clients can instantiate and spawn `NetworkObject` instances (the local client is authomatically the owner of the spawned object). (#2863) - This is useful to better visually synchronize owner authoritative motion models and newly spawned `NetworkObject` instances (i.e. projectiles for example). - Added distributed authority mode specific client side player spawning capabilities. Clients will automatically spawn their associated player object locally. (#2863) - Added distributed authority mode specific `NetworkConfig.AutoSpawnPlayerPrefabClientSide` property (default is true) to provide control over the automatic spawning of player prefabs on the local client side. (#2863) - Added distributed authority mode specific `NetworkManager.OnFetchLocalPlayerPrefabToSpawn` callback that, when assigned, will allow the local client to provide the player prefab to be spawned for the local client. (#2863) - This is only invoked if the `NetworkConfig.AutoSpawnPlayerPrefabClientSide` property is set to true. - Added distributed authority mode specific `NetworkBehaviour.HasAuthority` property that determines if the local client has authority over the associated `NetworkObject` instance (typical use case is within a `NetworkBehaviour` script much like that of `IsServer` or `IsClient`). (#2863) - Added distributed authority mode specific `NetworkBehaviour.IsSessionOwner` property that determines if the local client is the session owner (typical use case would be to determine if the local client can has scene management authority within a `NetworkBehaviour` script). (#2863) - Added support for distributed authority mode scene management where the currently assigned session owner can start scene events (i.e. scene loading and scene unloading). (#2863) ### Fixed - Fixed issue where the host was not invoking `OnClientDisconnectCallback` for its own local client when internally shutting down. (#2822) - Fixed issue where NetworkTransform could potentially attempt to "unregister" a named message prior to it being registered. (#2807) - Fixed issue where in-scene placed `NetworkObject`s with complex nested children `NetworkObject`s (more than one child in depth) would not synchronize properly if WorldPositionStays was set to true. (#2796) ### Changed - Changed client side awareness of other clients is now the same as a server or host. (#2863) - Changed `NetworkManager.ConnectedClients` can now be accessed by both server and clients. (#2863) - Changed `NetworkManager.ConnectedClientsList` can now be accessed by both server and clients. (#2863) - Changed `NetworkTransform` defaults to owner authoritative when connected to a distributed authority session. (#2863) - Changed `NetworkVariable` defaults to owner write and everyone read permissions when connected to a distributed authority session (even if declared with server read or write permissions). (#2863) - Changed `NetworkObject` no longer implements the `MonoBehaviour.Update` method in order to determine whether a `NetworkObject` instance has been migrated to a different scene. Instead, only `NetworkObjects` with the `SceneMigrationSynchronization` property set will be updated internally during the `NetworkUpdateStage.PostLateUpdate` by `NetworkManager`. (#2863) - Changed `NetworkManager` inspector view layout where properties are now organized by category. (#2863) - Changed `NetworkTransform` to now use `NetworkTransformMessage` as opposed to named messages for NetworkTransformState updates. (#2810) - Changed `CustomMessageManager` so it no longer attempts to register or "unregister" a null or empty string and will log an error if this condition occurs. (#2807)
192 lines
8.6 KiB
C#
192 lines
8.6 KiB
C#
using System.Collections.Generic;
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using System.Linq;
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using UnityEditor;
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using UnityEngine;
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namespace Unity.Netcode.Editor
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{
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/// <summary>
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/// The <see cref="CustomEditor"/> for <see cref="NetworkObject"/>
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/// </summary>
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[CustomEditor(typeof(NetworkObject), true)]
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[CanEditMultipleObjects]
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public class NetworkObjectEditor : UnityEditor.Editor
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{
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private bool m_Initialized;
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private NetworkObject m_NetworkObject;
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private bool m_ShowObservers;
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private static readonly string[] k_HiddenFields = { "m_Script" };
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private void Initialize()
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{
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if (m_Initialized)
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{
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return;
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}
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m_Initialized = true;
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m_NetworkObject = (NetworkObject)target;
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}
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/// <inheritdoc/>
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public override void OnInspectorGUI()
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{
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Initialize();
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if (EditorApplication.isPlaying && !m_NetworkObject.IsSpawned && m_NetworkObject.NetworkManager != null && m_NetworkObject.NetworkManager.IsServer)
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{
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EditorGUILayout.BeginHorizontal();
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EditorGUILayout.LabelField(new GUIContent("Spawn", "Spawns the object across the network"));
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if (GUILayout.Toggle(false, "Spawn", EditorStyles.miniButtonLeft))
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{
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m_NetworkObject.Spawn();
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EditorUtility.SetDirty(target);
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}
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EditorGUILayout.EndHorizontal();
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}
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else if (EditorApplication.isPlaying && m_NetworkObject.IsSpawned)
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{
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var guiEnabled = GUI.enabled;
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GUI.enabled = false;
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if (m_NetworkObject.NetworkManager.DistributedAuthorityMode)
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{
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EditorGUILayout.PropertyField(serializedObject.FindProperty(nameof(NetworkObject.Ownership)));
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}
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EditorGUILayout.TextField(nameof(NetworkObject.GlobalObjectIdHash), m_NetworkObject.GlobalObjectIdHash.ToString());
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EditorGUILayout.TextField(nameof(NetworkObject.NetworkObjectId), m_NetworkObject.NetworkObjectId.ToString());
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EditorGUILayout.TextField(nameof(NetworkObject.OwnerClientId), m_NetworkObject.OwnerClientId.ToString());
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EditorGUILayout.Toggle(nameof(NetworkObject.IsSpawned), m_NetworkObject.IsSpawned);
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EditorGUILayout.Toggle(nameof(NetworkObject.IsLocalPlayer), m_NetworkObject.IsLocalPlayer);
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EditorGUILayout.Toggle(nameof(NetworkObject.IsOwner), m_NetworkObject.IsOwner);
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EditorGUILayout.Toggle(nameof(NetworkObject.IsOwnedByServer), m_NetworkObject.IsOwnedByServer);
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EditorGUILayout.Toggle(nameof(NetworkObject.IsPlayerObject), m_NetworkObject.IsPlayerObject);
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if (m_NetworkObject.IsSceneObject.HasValue)
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{
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EditorGUILayout.Toggle(nameof(NetworkObject.IsSceneObject), m_NetworkObject.IsSceneObject.Value);
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}
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else
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{
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EditorGUILayout.TextField(nameof(NetworkObject.IsSceneObject), "null");
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}
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EditorGUILayout.Toggle(nameof(NetworkObject.DestroyWithScene), m_NetworkObject.DestroyWithScene);
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EditorGUILayout.TextField(nameof(NetworkObject.NetworkManager), m_NetworkObject.NetworkManager == null ? "null" : m_NetworkObject.NetworkManager.gameObject.name);
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GUI.enabled = guiEnabled;
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if (m_NetworkObject.NetworkManager != null && m_NetworkObject.NetworkManager.IsServer)
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{
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m_ShowObservers = EditorGUILayout.Foldout(m_ShowObservers, "Observers");
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if (m_ShowObservers)
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{
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HashSet<ulong>.Enumerator observerClientIds = m_NetworkObject.GetObservers();
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EditorGUI.indentLevel += 1;
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while (observerClientIds.MoveNext())
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{
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if (m_NetworkObject.NetworkManager.ConnectedClients[observerClientIds.Current].PlayerObject != null)
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{
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EditorGUILayout.ObjectField($"ClientId: {observerClientIds.Current}", m_NetworkObject.NetworkManager.ConnectedClients[observerClientIds.Current].PlayerObject, typeof(GameObject), false);
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}
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else
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{
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EditorGUILayout.TextField($"ClientId: {observerClientIds.Current}", EditorStyles.label);
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}
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}
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EditorGUI.indentLevel -= 1;
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}
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}
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}
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else
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{
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EditorGUI.BeginChangeCheck();
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serializedObject.UpdateIfRequiredOrScript();
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DrawPropertiesExcluding(serializedObject, k_HiddenFields);
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serializedObject.ApplyModifiedProperties();
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EditorGUI.EndChangeCheck();
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var guiEnabled = GUI.enabled;
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GUI.enabled = false;
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EditorGUILayout.TextField(nameof(NetworkObject.GlobalObjectIdHash), m_NetworkObject.GlobalObjectIdHash.ToString());
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EditorGUILayout.TextField(nameof(NetworkObject.NetworkManager), m_NetworkObject.NetworkManager == null ? "null" : m_NetworkObject.NetworkManager.gameObject.name);
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GUI.enabled = guiEnabled;
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}
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}
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// Saved for use in OnDestroy
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private GameObject m_GameObject;
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/// <summary>
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/// Invoked once when a NetworkObject component is
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/// displayed in the inspector view.
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/// </summary>
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private void OnEnable()
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{
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// We set the GameObject upon being enabled because when the
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// NetworkObject component is removed (i.e. when OnDestroy is invoked)
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// it is no longer valid/available.
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m_GameObject = (target as NetworkObject).gameObject;
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}
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/// <summary>
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/// Invoked once when a NetworkObject component is
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/// no longer displayed in the inspector view.
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/// </summary>
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private void OnDestroy()
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{
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// Since this is also invoked when a NetworkObject component is removed
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// from a GameObject, we go ahead and check for a NetworkObject when
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// this custom editor is destroyed.
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NetworkBehaviourEditor.CheckForNetworkObject(m_GameObject, true);
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}
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}
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[CustomPropertyDrawer(typeof(NetworkObject.OwnershipStatus))]
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public class NetworkObjectOwnership : PropertyDrawer
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{
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public override void OnGUI(Rect position, SerializedProperty property, GUIContent label)
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{
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label = EditorGUI.BeginProperty(position, label, property);
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// Don't allow modification while in play mode
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EditorGUI.BeginDisabledGroup(EditorApplication.isPlaying);
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// This is a temporary work around due to EditorGUI.EnumFlagsField having a bug in how it displays mask values.
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// For now, we will just display the flags as a toggle and handle the masking of the value ourselves.
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EditorGUILayout.BeginHorizontal();
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var names = System.Enum.GetNames(typeof(NetworkObject.OwnershipStatus)).ToList();
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names.RemoveAt(0);
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var value = property.enumValueFlag;
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var compareValue = 0x01;
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GUILayout.Label(label);
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foreach (var name in names)
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{
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var isSet = (value & compareValue) > 0;
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isSet = GUILayout.Toggle(isSet, name);
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if (isSet)
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{
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value |= compareValue;
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}
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else
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{
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value &= ~compareValue;
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}
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compareValue = compareValue << 1;
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}
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property.enumValueFlag = value;
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EditorGUILayout.EndHorizontal();
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// The below can cause visual anomalies and/or throws an exception within the EditorGUI itself (index out of bounds of the array). and has
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// The visual anomaly is when you select one field it is set in the drop down but then the flags selection in the popup menu selects more items
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// even though if you exit the popup menu the flag setting is correct.
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//var ownership = (NetworkObject.OwnershipStatus)EditorGUI.EnumFlagsField(position, label, (NetworkObject.OwnershipStatus)property.enumValueFlag);
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//property.enumValueFlag = (int)ownership;
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EditorGUI.EndDisabledGroup();
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EditorGUI.EndProperty();
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}
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}
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}
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