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com.unity.netcode.gameobjects/Tests/Runtime/TransformInterpolationTests.cs
Unity Technologies 5b4aaa8b59 com.unity.netcode.gameobjects@1.0.0-pre.6
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.6] - 2022-03-02

### Added
- NetworkAnimator now properly synchrhonizes all animation layers as well as runtime-adjusted weighting between them (#1765)
- Added first set of tests for NetworkAnimator - parameter syncing, trigger set / reset, override network animator (#1735)

### Changed

### Fixed
- Fixed an issue where sometimes the first client to connect to the server could see messages from the server as coming from itself. (#1683)
- Fixed an issue where clients seemed to be able to send messages to ClientId 1, but these messages would actually still go to the server (id 0) instead of that client. (#1683)
- Improved clarity of error messaging when a client attempts to send a message to a destination other than the server, which isn't allowed. (#1683)
- Disallowed async keyword in RPCs (#1681)
- Fixed an issue where Alpha release versions of Unity (version 2022.2.0a5 and later) will not compile due to the UNet Transport no longer existing (#1678)
- Fixed messages larger than 64k being written with incorrectly truncated message size in header (#1686) (credit: @kaen)
- Fixed overloading RPC methods causing collisions and failing on IL2CPP targets. (#1694)
- Fixed spawn flow to propagate `IsSceneObject` down to children NetworkObjects, decouple implicit relationship between object spawning & `IsSceneObject` flag (#1685)
- Fixed error when serializing ConnectionApprovalMessage with scene management disabled when one or more objects is hidden via the CheckObjectVisibility delegate (#1720)
- Fixed CheckObjectVisibility delegate not being properly invoked for connecting clients when Scene Management is enabled. (#1680)
- Fixed NetworkList to properly call INetworkSerializable's NetworkSerialize() method (#1682)
- Fixed NetworkVariables containing more than 1300 bytes of data (such as large NetworkLists) no longer cause an OverflowException (the limit on data size is now whatever limit the chosen transport imposes on fragmented NetworkDelivery mechanisms) (#1725)
- Fixed ServerRpcParams and ClientRpcParams must be the last parameter of an RPC in order to function properly. Added a compile-time check to ensure this is the case and trigger an error if they're placed elsewhere (#1721)
- Fixed FastBufferReader being created with a length of 1 if provided an input of length 0 (#1724)
- Fixed The NetworkConfig's checksum hash includes the NetworkTick so that clients with a different tickrate than the server are identified and not allowed to connect (#1728)
- Fixed OwnedObjects not being properly modified when using ChangeOwnership (#1731)
- Improved performance in NetworkAnimator (#1735)
- Removed the "always sync" network animator (aka "autosend") parameters (#1746)
2022-03-02 00:00:00 +00:00

117 lines
4.3 KiB
C#

using System.Collections;
using Unity.Netcode.Components;
using NUnit.Framework;
using UnityEngine;
using UnityEngine.TestTools;
using Unity.Netcode.TestHelpers.Runtime;
namespace Unity.Netcode.RuntimeTests
{
public class TransformInterpolationObject : NetworkBehaviour
{
public bool CheckPosition;
public bool IsMoving;
public bool IsFixed;
private void Update()
{
// Check the position of the nested object on the client
if (CheckPosition)
{
if (transform.position.y < 0.0f || transform.position.y > 100.0f)
{
Debug.LogError($"Interpolation failure. transform.position.y is {transform.position.y}. Should be between 0.0 and 100.0");
}
}
// Move the nested object on the server
if (IsMoving)
{
var y = Time.realtimeSinceStartup;
while (y > 10.0f)
{
y -= 10.0f;
}
// change the space between local and global every second
GetComponent<NetworkTransform>().InLocalSpace = ((int)y % 2 == 0);
transform.position = new Vector3(0.0f, y * 10, 0.0f);
}
// On the server, make sure to keep the parent object at a fixed position
if (IsFixed)
{
transform.position = new Vector3(1000.0f, 1000.0f, 1000.0f);
}
}
}
public class TransformInterpolationTests : NetcodeIntegrationTest
{
protected override int NumberOfClients => 1;
private ulong m_ClientId0;
private GameObject m_PrefabToSpawn;
private NetworkObject m_AsNetworkObject;
private NetworkObject m_SpawnedObjectOnClient;
protected override void OnServerAndClientsCreated()
{
m_PrefabToSpawn = CreateNetworkObjectPrefab("InterpTestObject");
m_PrefabToSpawn.AddComponent<NetworkTransform>();
m_PrefabToSpawn.AddComponent<TransformInterpolationObject>();
}
private IEnumerator RefreshNetworkObjects()
{
var clientId = m_ClientNetworkManagers[0].LocalClientId;
yield return WaitForConditionOrTimeOut(() => s_GlobalNetworkObjects.ContainsKey(clientId) &&
s_GlobalNetworkObjects[clientId].ContainsKey(m_AsNetworkObject.NetworkObjectId));
Assert.False(s_GlobalTimeoutHelper.TimedOut, $"Timed out waiting for client side {nameof(NetworkObject)} ID of {m_AsNetworkObject.NetworkObjectId}");
m_SpawnedObjectOnClient = s_GlobalNetworkObjects[clientId][m_AsNetworkObject.NetworkObjectId];
// make sure the objects are set with the right network manager
m_SpawnedObjectOnClient.NetworkManagerOwner = m_ClientNetworkManagers[0];
}
[UnityTest]
public IEnumerator TransformInterpolationTest()
{
m_ClientId0 = m_ClientNetworkManagers[0].LocalClientId;
// create an object
var spawnedObject = Object.Instantiate(m_PrefabToSpawn);
var baseObject = Object.Instantiate(m_PrefabToSpawn);
baseObject.GetComponent<NetworkObject>().NetworkManagerOwner = m_ServerNetworkManager;
baseObject.GetComponent<NetworkObject>().Spawn();
m_AsNetworkObject = spawnedObject.GetComponent<NetworkObject>();
m_AsNetworkObject.NetworkManagerOwner = m_ServerNetworkManager;
m_AsNetworkObject.TrySetParent(baseObject);
m_AsNetworkObject.Spawn();
yield return RefreshNetworkObjects();
m_AsNetworkObject.TrySetParent(baseObject);
baseObject.GetComponent<TransformInterpolationObject>().IsFixed = true;
spawnedObject.GetComponent<TransformInterpolationObject>().IsMoving = true;
// Give two seconds for the object to settle
yield return new WaitForSeconds(2.0f);
m_SpawnedObjectOnClient.GetComponent<TransformInterpolationObject>().CheckPosition = true;
// Test that interpolation works correctly for 10 seconds
// Increasing this duration gives you the opportunity to go check in the Editor how the objects are setup
// and how they move
yield return new WaitForSeconds(10.0f);
}
}
}