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)
244 lines
10 KiB
C#
244 lines
10 KiB
C#
using System.Collections.Generic;
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using System.IO;
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using UnityEditor;
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using UnityEngine;
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using Directory = UnityEngine.Windows.Directory;
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using File = UnityEngine.Windows.File;
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namespace Unity.Netcode.Editor.Configuration
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{
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internal static class NetcodeSettingsProvider
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{
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private const float k_MaxLabelWidth = 450f;
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private static float s_MaxLabelWidth;
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private static bool s_ShowEditorSettingFields = true;
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private static bool s_ShowProjectSettingFields = true;
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[SettingsProvider]
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public static SettingsProvider CreateNetcodeSettingsProvider()
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{
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// First parameter is the path in the Settings window.
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// Second parameter is the scope of this setting: it only appears in the Settings window for the Project scope.
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var provider = new SettingsProvider("Project/Multiplayer/NetcodeForGameObjects", SettingsScope.Project)
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{
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label = "Netcode for GameObjects",
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keywords = new[] { "netcode", "editor" },
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guiHandler = OnGuiHandler,
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deactivateHandler = OnDeactivate
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};
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return provider;
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}
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private static void OnDeactivate()
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{
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var settings = NetcodeForGameObjectsProjectSettings.instance;
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if (settings.TempNetworkPrefabsPath != settings.NetworkPrefabsPath)
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{
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var newPath = settings.TempNetworkPrefabsPath;
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if (newPath == "")
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{
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newPath = NetcodeForGameObjectsProjectSettings.DefaultNetworkPrefabsPath;
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settings.TempNetworkPrefabsPath = newPath;
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}
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var oldPath = settings.NetworkPrefabsPath;
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settings.NetworkPrefabsPath = settings.TempNetworkPrefabsPath;
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var dirName = Path.GetDirectoryName(newPath);
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if (!Directory.Exists(dirName))
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{
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var dirs = dirName.Split(new[] { Path.DirectorySeparatorChar, Path.AltDirectorySeparatorChar });
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var dirsQueue = new Queue<string>(dirs);
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var parent = dirsQueue.Dequeue();
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while (dirsQueue.Count != 0)
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{
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var child = dirsQueue.Dequeue();
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var together = Path.Combine(parent, child);
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if (!Directory.Exists(together))
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{
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AssetDatabase.CreateFolder(parent, child);
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}
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parent = together;
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}
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}
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if (Directory.Exists(dirName))
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{
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if (File.Exists(oldPath))
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{
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AssetDatabase.MoveAsset(oldPath, newPath);
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if (File.Exists(oldPath))
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{
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File.Delete(oldPath);
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}
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AssetDatabase.Refresh();
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}
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}
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settings.SaveSettings();
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}
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}
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internal static NetcodeSettingsLabel NetworkObjectsSectionLabel;
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internal static NetcodeSettingsToggle AutoAddNetworkObjectToggle;
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internal static NetcodeSettingsLabel MultiplayerToolsLabel;
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internal static NetcodeSettingsToggle MultiplayerToolTipStatusToggle;
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/// <summary>
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/// Creates an instance of the settings UI Elements if they don't already exist.
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/// </summary>
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/// <remarks>
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/// We have to construct any NetcodeGUISettings derived classes here because in
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/// version 2020.x.x EditorStyles.label does not exist yet (higher versions it does)
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/// </remarks>
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private static void CheckForInitialize()
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{
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if (NetworkObjectsSectionLabel == null)
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{
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NetworkObjectsSectionLabel = new NetcodeSettingsLabel("NetworkObject Helper Settings", 20);
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}
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if (AutoAddNetworkObjectToggle == null)
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{
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AutoAddNetworkObjectToggle = new NetcodeSettingsToggle("Auto-Add NetworkObject Component", "When enabled, NetworkObject components are automatically added to GameObjects when NetworkBehaviour components are added first.", 20);
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}
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if (MultiplayerToolsLabel == null)
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{
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MultiplayerToolsLabel = new NetcodeSettingsLabel("Multiplayer Tools", 20);
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}
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if (MultiplayerToolTipStatusToggle == null)
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{
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MultiplayerToolTipStatusToggle = new NetcodeSettingsToggle("Multiplayer Tools Install Reminder", "When enabled, the NetworkManager will display the notification to install the multiplayer tools package.", 20);
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}
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}
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private static void OnGuiHandler(string obj)
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{
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// Make sure all NetcodeGUISettings derived classes are instantiated first
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CheckForInitialize();
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var autoAddNetworkObjectSetting = NetcodeForGameObjectsEditorSettings.GetAutoAddNetworkObjectSetting();
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var multiplayerToolsTipStatus = NetcodeForGameObjectsEditorSettings.GetNetcodeInstallMultiplayerToolTips() == 0;
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var settings = NetcodeForGameObjectsProjectSettings.instance;
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var generateDefaultPrefabs = settings.GenerateDefaultNetworkPrefabs;
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var networkPrefabsPath = settings.TempNetworkPrefabsPath;
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EditorGUI.BeginChangeCheck();
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GUILayout.BeginVertical("Box");
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s_ShowEditorSettingFields = EditorGUILayout.BeginFoldoutHeaderGroup(s_ShowEditorSettingFields, "Editor Settings");
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if (s_ShowEditorSettingFields)
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{
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GUILayout.BeginVertical("Box");
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NetworkObjectsSectionLabel.DrawLabel();
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autoAddNetworkObjectSetting = AutoAddNetworkObjectToggle.DrawToggle(autoAddNetworkObjectSetting);
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GUILayout.EndVertical();
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GUILayout.BeginVertical("Box");
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MultiplayerToolsLabel.DrawLabel();
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multiplayerToolsTipStatus = MultiplayerToolTipStatusToggle.DrawToggle(multiplayerToolsTipStatus);
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GUILayout.EndVertical();
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}
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EditorGUILayout.EndFoldoutHeaderGroup();
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GUILayout.EndVertical();
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GUILayout.BeginVertical("Box");
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s_ShowProjectSettingFields = EditorGUILayout.BeginFoldoutHeaderGroup(s_ShowProjectSettingFields, "Project Settings");
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if (s_ShowProjectSettingFields)
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{
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GUILayout.BeginVertical("Box");
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const string generateNetworkPrefabsString = "Generate Default Network Prefabs List";
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const string networkPrefabsLocationString = "Default Network Prefabs List path";
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if (s_MaxLabelWidth == 0)
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{
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s_MaxLabelWidth = EditorStyles.label.CalcSize(new GUIContent(generateNetworkPrefabsString)).x;
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s_MaxLabelWidth = Mathf.Min(k_MaxLabelWidth, s_MaxLabelWidth);
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}
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EditorGUIUtility.labelWidth = s_MaxLabelWidth;
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GUILayout.Label("Network Prefabs", EditorStyles.boldLabel);
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generateDefaultPrefabs = EditorGUILayout.Toggle(
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new GUIContent(
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generateNetworkPrefabsString,
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"When enabled, a default NetworkPrefabsList object will be added to your project and kept up " +
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"to date with all NetworkObject prefabs."),
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generateDefaultPrefabs,
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GUILayout.Width(s_MaxLabelWidth + 20));
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GUI.SetNextControlName("Location");
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networkPrefabsPath = EditorGUILayout.TextField(
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new GUIContent(
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networkPrefabsLocationString,
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"The path to the asset the default NetworkPrefabList object should be stored in."),
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networkPrefabsPath,
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GUILayout.Width(s_MaxLabelWidth + 270));
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GUILayout.EndVertical();
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}
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EditorGUILayout.EndFoldoutHeaderGroup();
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GUILayout.EndVertical();
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if (EditorGUI.EndChangeCheck())
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{
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NetcodeForGameObjectsEditorSettings.SetAutoAddNetworkObjectSetting(autoAddNetworkObjectSetting);
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NetcodeForGameObjectsEditorSettings.SetNetcodeInstallMultiplayerToolTips(multiplayerToolsTipStatus ? 0 : 1);
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settings.GenerateDefaultNetworkPrefabs = generateDefaultPrefabs;
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settings.TempNetworkPrefabsPath = networkPrefabsPath;
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settings.SaveSettings();
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}
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}
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}
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internal class NetcodeSettingsLabel : NetcodeGUISettings
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{
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private string m_LabelContent;
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public void DrawLabel()
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{
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EditorGUIUtility.labelWidth = m_LabelSize;
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GUILayout.Label(m_LabelContent, EditorStyles.boldLabel, m_LayoutWidth);
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}
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public NetcodeSettingsLabel(string labelText, float layoutOffset = 0.0f)
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{
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m_LabelContent = labelText;
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AdjustLabelSize(labelText, layoutOffset);
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}
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}
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internal class NetcodeSettingsToggle : NetcodeGUISettings
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{
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private GUIContent m_ToggleContent;
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public bool DrawToggle(bool currentSetting)
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{
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EditorGUIUtility.labelWidth = m_LabelSize;
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return EditorGUILayout.Toggle(m_ToggleContent, currentSetting, m_LayoutWidth);
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}
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public NetcodeSettingsToggle(string labelText, string toolTip, float layoutOffset)
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{
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AdjustLabelSize(labelText, layoutOffset);
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m_ToggleContent = new GUIContent(labelText, toolTip);
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}
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}
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internal class NetcodeGUISettings
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{
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private const float k_MaxLabelWidth = 450f;
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protected float m_LabelSize { get; private set; }
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protected GUILayoutOption m_LayoutWidth { get; private set; }
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protected void AdjustLabelSize(string labelText, float offset = 0.0f)
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{
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m_LabelSize = Mathf.Min(k_MaxLabelWidth, EditorStyles.label.CalcSize(new GUIContent(labelText)).x);
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m_LayoutWidth = GUILayout.Width(m_LabelSize + offset);
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}
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}
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}
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