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com.unity.netcode.gameobjects/package.json
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

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{
"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": "1.5.1",
"unity": "2020.3",
"dependencies": {
"com.unity.nuget.mono-cecil": "1.10.1",
"com.unity.transport": "1.3.4"
},
"_upm": {
"changelog": "### Added\n\n- 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)\n- The location of the automatically-created default network prefab list can now be configured (#2544)\n- 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)\n- 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)\n\n### Fixed\n\n- Fixed: Fixed a null reference in codegen in some projects (#2581)\n- Fixed issue where the `OnClientDisconnected` client identifier was incorrect after a pending client connection was denied. (#2569)\n- Fixed warning \"Runtime Network Prefabs was not empty at initialization time.\" being erroneously logged when no runtime network prefabs had been added (#2565)\n- Fixed issue where some temporary debug console logging was left in a merged PR. (#2562)\n- Fixed the \"Generate Default Network Prefabs List\" setting not loading correctly and always reverting to being checked. (#2545)\n- Fixed issue where users could not use NetworkSceneManager.VerifySceneBeforeLoading to exclude runtime generated scenes from client synchronization. (#2550)\n- Fixed missing value on `NetworkListEvent` for `EventType.RemoveAt` events. (#2542,#2543)\n- 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)\n- Fixed issue where a server would include scene migrated and then despawned NetworkObjects to a client that was being synchronized. (#2532)\n- Fixed the inspector throwing exceptions when attempting to render `NetworkVariable`s of enum types. (#2529)\n- 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)\n- Fixed Multiplayer Tools package installation docs page link on the NetworkManager popup. (#2526)\n- Fixed an exception and error logging when two different objects are shown and hidden on the same frame (#2524)\n- Fixed a memory leak in `UnityTransport` that occurred if `StartClient` failed. (#2518)\n- Fixed issue where a client could throw an exception if abruptly disconnected from a network session with one or more spawned `NetworkObject`(s). (#2510)\n- Fixed issue where invalid endpoint addresses were not being detected and returning false from NGO UnityTransport. (#2496)\n- Fixed some errors that could occur if a connection is lost and the loss is detected when attempting to write to the socket. (#2495)\n\n## Changed\n\n- Adding network prefabs before NetworkManager initialization is now supported. (#2565)\n- Connecting clients being synchronized now switch to the server's active scene before spawning and synchronizing NetworkObjects. (#2532)\n- Updated `UnityTransport` dependency on `com.unity.transport` to 1.3.4. (#2533)\n- 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)"
},
"upmCi": {
"footprint": "35c5325acc3edf18c37ef8c9d19e0944fae0d42a"
},
"documentationUrl": "https://docs.unity3d.com/Packages/com.unity.netcode.gameobjects@1.5/manual/index.html",
"repository": {
"url": "https://github.com/Unity-Technologies/com.unity.netcode.gameobjects.git",
"type": "git",
"revision": "7a969f89d6dda65ac373ce552c0c997c9116f21a"
},
"samples": [
{
"displayName": "Bootstrap",
"description": "A lightweight sample to get started",
"path": "Samples~/Bootstrap"
}
]
}