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)
240 lines
12 KiB
C#
240 lines
12 KiB
C#
#if COM_UNITY_MODULES_ANIMATION
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using System.Collections;
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using System.Collections.Generic;
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using NUnit.Framework;
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using Unity.Netcode.Components;
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using UnityEngine;
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using UnityEngine.TestTools;
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using Unity.Netcode.TestHelpers.Runtime;
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namespace Unity.Netcode.RuntimeTests
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{
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[TestFixture(HostOrServer.Host)]
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[TestFixture(HostOrServer.Server)]
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public class NetworkAnimatorTests : NetcodeIntegrationTest
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{
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protected override int NumberOfClients => 1;
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private GameObject m_PlayerOnServer;
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private GameObject m_PlayerOnClient;
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private Animator m_PlayerOnServerAnimator;
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private Animator m_PlayerOnClientAnimator;
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public NetworkAnimatorTests(HostOrServer hostOrServer) : base(hostOrServer) { }
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protected override void OnCreatePlayerPrefab()
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{
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// ideally, we would build up the AnimatorController entirely in code and not need an asset,
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// but after some attempts this doesn't seem readily doable. Instead, we load a controller
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var controller = Resources.Load("TestAnimatorController") as RuntimeAnimatorController;
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var animator = m_PlayerPrefab.AddComponent<Animator>();
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animator.runtimeAnimatorController = controller;
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var networkAnimator = m_PlayerPrefab.AddComponent<NetworkAnimator>();
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networkAnimator.Animator = animator;
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}
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protected override IEnumerator OnServerAndClientsConnected()
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{
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m_PlayerOnServer = m_PlayerNetworkObjects[m_ServerNetworkManager.LocalClientId][m_ClientNetworkManagers[0].LocalClientId].gameObject;
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m_PlayerOnServerAnimator = m_PlayerOnServerAnimator = m_PlayerOnServer.GetComponent<Animator>();
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m_PlayerOnClient = m_PlayerNetworkObjects[m_ClientNetworkManagers[0].LocalClientId][m_ClientNetworkManagers[0].LocalClientId].gameObject;
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m_PlayerOnClientAnimator = m_PlayerOnClient.GetComponent<Animator>();
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return base.OnServerAndClientsConnected();
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}
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// helper function to scan an animator and verify a given clip is present
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private bool HasClip(Animator animator, string clipName)
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{
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var clips = new List<AnimatorClipInfo>();
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animator.GetCurrentAnimatorClipInfo(0, clips);
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foreach (var clip in clips)
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{
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if (clip.clip.name == clipName)
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{
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return true;
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}
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}
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return false;
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}
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[UnityTest]
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public IEnumerator AnimationTriggerReset([Values(true, false)] bool asHash)
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{
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// We have "UnboundTrigger" purposely not bound to any animations so we can test resetting.
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// If we used a trigger that was bound to a transition, then the trigger would reset as soon as the
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// transition happens. This way it will stay stuck on
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string triggerString = "UnboundTrigger";
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int triggerHash = Animator.StringToHash(triggerString);
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// Verify trigger is off
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Assert.True(m_PlayerOnServerAnimator.GetBool(triggerString) == false);
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Assert.True(m_PlayerOnClientAnimator.GetBool(triggerString) == false);
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// trigger.
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if (asHash)
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{
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m_PlayerOnServer.GetComponent<NetworkAnimator>().SetTrigger(triggerHash);
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}
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else
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{
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m_PlayerOnServer.GetComponent<NetworkAnimator>().SetTrigger(triggerString);
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}
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// verify trigger is set for client and server
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yield return WaitForConditionOrTimeOut(() => asHash ? m_PlayerOnServerAnimator.GetBool(triggerHash) : m_PlayerOnServerAnimator.GetBool(triggerString));
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Assert.False(s_GlobalTimeoutHelper.TimedOut, "Timed out on server trigger set check");
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yield return WaitForConditionOrTimeOut(() => asHash ? m_PlayerOnClientAnimator.GetBool(triggerHash) : m_PlayerOnClientAnimator.GetBool(triggerString));
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Assert.False(s_GlobalTimeoutHelper.TimedOut, "Timed out on client trigger set check");
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// reset the trigger
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if (asHash)
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{
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m_PlayerOnServer.GetComponent<NetworkAnimator>().ResetTrigger(triggerHash);
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}
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else
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{
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m_PlayerOnServer.GetComponent<NetworkAnimator>().ResetTrigger(triggerString);
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}
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// verify trigger is reset for client and server
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yield return WaitForConditionOrTimeOut(() => asHash ? m_PlayerOnServerAnimator.GetBool(triggerHash) == false : m_PlayerOnServerAnimator.GetBool(triggerString) == false);
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Assert.False(s_GlobalTimeoutHelper.TimedOut, "Timed out on server reset check");
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yield return WaitForConditionOrTimeOut(() => asHash ? m_PlayerOnClientAnimator.GetBool(triggerHash) == false : m_PlayerOnClientAnimator.GetBool(triggerString) == false);
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Assert.False(s_GlobalTimeoutHelper.TimedOut, "Timed out on client reset check");
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}
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[UnityTest]
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public IEnumerator AnimationStateSyncTest()
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{
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// check that we have started in the default state
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Assert.True(m_PlayerOnServerAnimator.GetCurrentAnimatorStateInfo(0).IsName("DefaultState"));
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Assert.True(m_PlayerOnClientAnimator.GetCurrentAnimatorStateInfo(0).IsName("DefaultState"));
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// cause a change to the AlphaState state by setting AlphaParameter, which is
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// the variable bound to the transition from default to AlphaState (see the TestAnimatorController asset)
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m_PlayerOnServerAnimator.SetBool("AlphaParameter", true);
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// ...and now we should be in the AlphaState having triggered the AlphaParameter
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yield return WaitForConditionOrTimeOut(() => m_PlayerOnServerAnimator.GetCurrentAnimatorStateInfo(0).IsName("AlphaState"));
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Assert.False(s_GlobalTimeoutHelper.TimedOut, "Server failed to reach its animation state");
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// ...and now the client should also have sync'd and arrived at the correct state
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yield return WaitForConditionOrTimeOut(() => m_PlayerOnClientAnimator.GetCurrentAnimatorStateInfo(0).IsName("AlphaState"));
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Assert.False(s_GlobalTimeoutHelper.TimedOut, "Client failed to sync its animation state from the server");
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}
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[UnityTest]
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public IEnumerator AnimationLayerStateSyncTest()
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{
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int layer = 1;
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// check that we have started in the default state
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Assert.True(m_PlayerOnServerAnimator.GetCurrentAnimatorStateInfo(layer).IsName("DefaultStateLayer2"));
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Assert.True(m_PlayerOnClientAnimator.GetCurrentAnimatorStateInfo(layer).IsName("DefaultStateLayer2"));
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// cause a change to the AlphaState state by setting AlphaParameter, which is
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// the variable bound to the transition from default to AlphaState (see the TestAnimatorController asset)
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m_PlayerOnServerAnimator.SetBool("Layer2AlphaParameter", true);
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// ...and now we should be in the AlphaState having triggered the AlphaParameter
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yield return WaitForConditionOrTimeOut(() => m_PlayerOnServerAnimator.GetCurrentAnimatorStateInfo(layer).IsName("Layer2AlphaState"));
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Assert.False(s_GlobalTimeoutHelper.TimedOut, "Server failed to reach its animation state");
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// ...and now the client should also have sync'd and arrived at the correct state
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yield return WaitForConditionOrTimeOut(() => m_PlayerOnClientAnimator.GetCurrentAnimatorStateInfo(layer).IsName("Layer2AlphaState"));
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Assert.False(s_GlobalTimeoutHelper.TimedOut, "Client failed to sync its animation state from the server");
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}
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[UnityTest]
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public IEnumerator AnimationLayerWeightTest()
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{
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int layer = 1;
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float targetWeight = 0.333f;
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// check that we have started in the default state
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Assert.True(Mathf.Approximately(m_PlayerOnServerAnimator.GetLayerWeight(layer), 1f));
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Assert.True(Mathf.Approximately(m_PlayerOnClientAnimator.GetLayerWeight(layer), 1f));
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m_PlayerOnServerAnimator.SetLayerWeight(layer, targetWeight);
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// ...and now we should be in the AlphaState having triggered the AlphaParameter
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yield return WaitForConditionOrTimeOut(() =>
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Mathf.Approximately(m_PlayerOnServerAnimator.GetLayerWeight(layer), targetWeight)
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);
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Assert.False(s_GlobalTimeoutHelper.TimedOut, "Server failed to reach its animation state");
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// ...and now the client should also have sync'd and arrived at the correct state
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yield return WaitForConditionOrTimeOut(() =>
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Mathf.Approximately(m_PlayerOnClientAnimator.GetLayerWeight(layer), targetWeight)
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);
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Assert.False(s_GlobalTimeoutHelper.TimedOut, "Server failed to reach its animation state");
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}
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[UnityTest]
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public IEnumerator AnimationStateSyncTriggerTest([Values(true, false)] bool asHash)
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{
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string triggerString = "TestTrigger";
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int triggerHash = Animator.StringToHash(triggerString);
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// check that we have started in the default state
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Assert.True(m_PlayerOnServerAnimator.GetCurrentAnimatorStateInfo(0).IsName("DefaultState"));
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Assert.True(m_PlayerOnClientAnimator.GetCurrentAnimatorStateInfo(0).IsName("DefaultState"));
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// cause a change to the AlphaState state by setting TestTrigger
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// note, we have a special test for triggers because activating triggers via the
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// NetworkAnimator is special; for other parameters you set them on the Animator and NetworkAnimator
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// listens. But because triggers are super short and transitory, we require users to call
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// NetworkAnimator.SetTrigger so we don't miss it
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if (asHash)
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{
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m_PlayerOnServer.GetComponent<NetworkAnimator>().SetTrigger(triggerHash);
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}
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else
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{
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m_PlayerOnServer.GetComponent<NetworkAnimator>().SetTrigger(triggerString);
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}
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// ...and now we should be in the AlphaState having triggered the AlphaParameter
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yield return WaitForConditionOrTimeOut(() => m_PlayerOnServerAnimator.GetCurrentAnimatorStateInfo(0).IsName("TriggeredState"));
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Assert.False(s_GlobalTimeoutHelper.TimedOut, "Server failed to reach its animation state via trigger");
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// ...and now the client should also have sync'd and arrived at the correct state
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yield return WaitForConditionOrTimeOut(() => m_PlayerOnClientAnimator.GetCurrentAnimatorStateInfo(0).IsName("TriggeredState"));
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Assert.False(s_GlobalTimeoutHelper.TimedOut, "Client failed to sync its animation state from the server via trigger");
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}
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[UnityTest]
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public IEnumerator AnimationStateSyncTestWithOverride()
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{
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// set up the animation override controller
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var overrideController = Resources.Load("TestAnimatorOverrideController") as AnimatorOverrideController;
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m_PlayerOnServer.GetComponent<Animator>().runtimeAnimatorController = overrideController;
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m_PlayerOnClient.GetComponent<Animator>().runtimeAnimatorController = overrideController;
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// in our default state, we should see the OverrideDefaultAnimation clip
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Assert.True(HasClip(m_PlayerOnServerAnimator, "OverrideDefaultAnimation"));
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Assert.True(HasClip(m_PlayerOnClientAnimator, "OverrideDefaultAnimation"));
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// cause a change to the AlphaState state by setting AlphaParameter, which is
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// the variable bound to the transition from default to AlphaState (see the TestAnimatorController asset)
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m_PlayerOnServerAnimator.SetBool("AlphaParameter", true);
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// ...and now we should be in the AlphaState having set the AlphaParameter
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yield return WaitForConditionOrTimeOut(() => HasClip(m_PlayerOnServerAnimator, "OverrideAlphaAnimation"));
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Assert.False(s_GlobalTimeoutHelper.TimedOut, "Server failed to reach its overriden animation state");
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// ...and now the client should also have sync'd and arrived at the correct state
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yield return WaitForConditionOrTimeOut(() => HasClip(m_PlayerOnServerAnimator, "OverrideAlphaAnimation"));
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Assert.False(s_GlobalTimeoutHelper.TimedOut, "Client failed to reach its overriden animation state");
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}
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}
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}
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#endif // COM_UNITY_MODULES_ANIMATION
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