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com.unity.netcode.gameobjects/Editor/NetworkObjectEditor.cs
Unity Technologies 60e2dabef4 com.unity.netcode.gameobjects@1.0.0-pre.7
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.7] - 2022-04-01

### Added

- Added editor only check prior to entering into play mode if the currently open and active scene is in the build list and if not displays a dialog box asking the user if they would like to automatically add it prior to entering into play mode. (#1828)
- Added `UnityTransport` implementation and `com.unity.transport` package dependency (#1823)
- Added `NetworkVariableWritePermission` to `NetworkVariableBase` and implemented `Owner` client writable netvars. (#1762)
- `UnityTransport` settings can now be set programmatically. (#1845)
- `FastBufferWriter` and Reader IsInitialized property. (#1859)

### Changed

- Updated `UnityTransport` dependency on `com.unity.transport` to 1.0.0 (#1849)

### Removed

- Removed `SnapshotSystem` (#1852)
- Removed `com.unity.modules.animation`, `com.unity.modules.physics` and `com.unity.modules.physics2d` dependencies from the package (#1812)
- Removed `com.unity.collections` dependency from the package (#1849)

### Fixed
- Fixed in-scene placed NetworkObjects not being found/ignored after a client disconnects and then reconnects. (#1850)
- Fixed issue where `UnityTransport` send queues were not flushed when calling `DisconnectLocalClient` or `DisconnectRemoteClient`. (#1847)
- Fixed NetworkBehaviour dependency verification check for an existing NetworkObject not searching from root parent transform relative GameObject. (#1841)
- Fixed issue where entries were not being removed from the NetworkSpawnManager.OwnershipToObjectsTable. (#1838)
- Fixed ClientRpcs would always send to all connected clients by default as opposed to only sending to the NetworkObject's Observers list by default. (#1836)
- Fixed clarity for NetworkSceneManager client side notification when it receives a scene hash value that does not exist in its local hash table. (#1828)
- Fixed client throws a key not found exception when it times out using UNet or UTP. (#1821)
- Fixed network variable updates are no longer limited to 32,768 bytes when NetworkConfig.EnsureNetworkVariableLengthSafety is enabled. The limits are now determined by what the transport can send in a message. (#1811)
- Fixed in-scene NetworkObjects get destroyed if a client fails to connect and shuts down the NetworkManager. (#1809)
- Fixed user never being notified in the editor that a NetworkBehaviour requires a NetworkObject to function properly. (#1808)
- Fixed PlayerObjects and dynamically spawned NetworkObjects not being added to the NetworkClient's OwnedObjects (#1801)
- Fixed issue where NetworkManager would continue starting even if the NetworkTransport selected failed. (#1780)
- Fixed issue when spawning new player if an already existing player exists it does not remove IsPlayer from the previous player (#1779)
- Fixed lack of notification that NetworkManager and NetworkObject cannot be added to the same GameObject with in-editor notifications (#1777)
- Fixed parenting warning printing for false positives (#1855)
2022-04-01 00:00:00 +00:00

132 lines
5.8 KiB
C#

using System.Collections.Generic;
using UnityEngine;
using UnityEditor;
namespace Unity.Netcode.Editor
{
[CustomEditor(typeof(NetworkObject), true)]
[CanEditMultipleObjects]
public class NetworkObjectEditor : UnityEditor.Editor
{
private bool m_Initialized;
private NetworkObject m_NetworkObject;
private bool m_ShowObservers;
private void Initialize()
{
if (m_Initialized)
{
return;
}
m_Initialized = true;
m_NetworkObject = (NetworkObject)target;
}
public override void OnInspectorGUI()
{
Initialize();
if (EditorApplication.isPlaying && !m_NetworkObject.IsSpawned && m_NetworkObject.NetworkManager != null && m_NetworkObject.NetworkManager.IsServer)
{
EditorGUILayout.BeginHorizontal();
EditorGUILayout.LabelField(new GUIContent("Spawn", "Spawns the object across the network"));
if (GUILayout.Toggle(false, "Spawn", EditorStyles.miniButtonLeft))
{
m_NetworkObject.Spawn();
EditorUtility.SetDirty(target);
}
EditorGUILayout.EndHorizontal();
}
else if (EditorApplication.isPlaying && m_NetworkObject.IsSpawned)
{
var guiEnabled = GUI.enabled;
GUI.enabled = false;
EditorGUILayout.TextField(nameof(NetworkObject.GlobalObjectIdHash), m_NetworkObject.GlobalObjectIdHash.ToString());
EditorGUILayout.TextField(nameof(NetworkObject.NetworkObjectId), m_NetworkObject.NetworkObjectId.ToString());
EditorGUILayout.TextField(nameof(NetworkObject.OwnerClientId), m_NetworkObject.OwnerClientId.ToString());
EditorGUILayout.Toggle(nameof(NetworkObject.IsSpawned), m_NetworkObject.IsSpawned);
EditorGUILayout.Toggle(nameof(NetworkObject.IsLocalPlayer), m_NetworkObject.IsLocalPlayer);
EditorGUILayout.Toggle(nameof(NetworkObject.IsOwner), m_NetworkObject.IsOwner);
EditorGUILayout.Toggle(nameof(NetworkObject.IsOwnedByServer), m_NetworkObject.IsOwnedByServer);
EditorGUILayout.Toggle(nameof(NetworkObject.IsPlayerObject), m_NetworkObject.IsPlayerObject);
if (m_NetworkObject.IsSceneObject.HasValue)
{
EditorGUILayout.Toggle(nameof(NetworkObject.IsSceneObject), m_NetworkObject.IsSceneObject.Value);
}
else
{
EditorGUILayout.TextField(nameof(NetworkObject.IsSceneObject), "null");
}
EditorGUILayout.Toggle(nameof(NetworkObject.DestroyWithScene), m_NetworkObject.DestroyWithScene);
EditorGUILayout.TextField(nameof(NetworkObject.NetworkManager), m_NetworkObject.NetworkManager == null ? "null" : m_NetworkObject.NetworkManager.gameObject.name);
GUI.enabled = guiEnabled;
if (m_NetworkObject.NetworkManager != null && m_NetworkObject.NetworkManager.IsServer)
{
m_ShowObservers = EditorGUILayout.Foldout(m_ShowObservers, "Observers");
if (m_ShowObservers)
{
HashSet<ulong>.Enumerator observerClientIds = m_NetworkObject.GetObservers();
EditorGUI.indentLevel += 1;
while (observerClientIds.MoveNext())
{
if (m_NetworkObject.NetworkManager.ConnectedClients[observerClientIds.Current].PlayerObject != null)
{
EditorGUILayout.ObjectField($"ClientId: {observerClientIds.Current}", m_NetworkObject.NetworkManager.ConnectedClients[observerClientIds.Current].PlayerObject, typeof(GameObject), false);
}
else
{
EditorGUILayout.TextField($"ClientId: {observerClientIds.Current}", EditorStyles.label);
}
}
EditorGUI.indentLevel -= 1;
}
}
}
else
{
base.OnInspectorGUI();
var guiEnabled = GUI.enabled;
GUI.enabled = false;
EditorGUILayout.TextField(nameof(NetworkObject.GlobalObjectIdHash), m_NetworkObject.GlobalObjectIdHash.ToString());
EditorGUILayout.TextField(nameof(NetworkObject.NetworkManager), m_NetworkObject.NetworkManager == null ? "null" : m_NetworkObject.NetworkManager.gameObject.name);
GUI.enabled = guiEnabled;
}
}
// Saved for use in OnDestroy
private GameObject m_GameObject;
/// <summary>
/// Invoked once when a NetworkObject component is
/// displayed in the inspector view.
/// </summary>
private void OnEnable()
{
// We set the GameObject upon being enabled because when the
// NetworkObject component is removed (i.e. when OnDestroy is invoked)
// it is no longer valid/available.
m_GameObject = (target as NetworkObject).gameObject;
}
/// <summary>
/// Invoked once when a NetworkObject component is
/// no longer displayed in the inspector view.
/// </summary>
private void OnDestroy()
{
// Since this is also invoked when a NetworkObject component is removed
// from a GameObject, we go ahead and check for a NetworkObject when
// this custom editor is destroyed.
NetworkBehaviourEditor.CheckForNetworkObject(m_GameObject, true);
}
}
}