34 lines
4.6 KiB
JSON
34 lines
4.6 KiB
JSON
{
|
||
"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": "2.1.1",
|
||
"unity": "6000.0",
|
||
"dependencies": {
|
||
"com.unity.nuget.mono-cecil": "1.11.4",
|
||
"com.unity.transport": "2.3.0"
|
||
},
|
||
"_upm": {
|
||
"changelog": "### Added\n\n- Added ability to edit the `NetworkConfig.AutoSpawnPlayerPrefabClientSide` within the inspector view. (#3097)\n- Added `IContactEventHandlerWithInfo` that derives from `IContactEventHandler` that can be updated per frame to provide `ContactEventHandlerInfo` information to the `RigidbodyContactEventManager` when processing collisions. (#3094)\n - `ContactEventHandlerInfo.ProvideNonRigidBodyContactEvents`: When set to true, non-`Rigidbody` collisions with the registered `Rigidbody` will generate contact event notifications. (#3094)\n - `ContactEventHandlerInfo.HasContactEventPriority`: When set to true, the `Rigidbody` will be prioritized as the instance that generates the event if the `Rigidbody` colliding does not have priority. (#3094)\n- Added a static `NetworkManager.OnInstantiated` event notification to be able to track when a new `NetworkManager` instance has been instantiated. (#3088)\n- Added a static `NetworkManager.OnDestroying` event notification to be able to track when an existing `NetworkManager` instance is being destroyed. (#3088)\n\n### Fixed\n\n- Fixed issue where `NetworkPrefabProcessor` would not mark the prefab list as dirty and prevent saving the `DefaultNetworkPrefabs` asset when only imports or only deletes were detected.(#3103)\n- Fixed an issue where nested `NetworkTransform` components in owner authoritative mode cleared their initial settings on the server, causing improper synchronization. (#3099)\n- Fixed issue with service not getting synchronized with in-scene placed `NetworkObject` instances when a session owner starts a `SceneEventType.Load` event. (#3096)\n- Fixed issue with the in-scene network prefab instance update menu tool where it was not properly updating scenes when invoked on the root prefab instance. (#3092)\n- Fixed an issue where newly synchronizing clients would always receive current `NetworkVariable` values, potentially causing issues with collections if there were pending updates. Now, pending state updates serialize previous values to avoid duplicates on new clients. (#3081)\n- Fixed issue where changing ownership would mark every `NetworkVariable` dirty. Now, it will only mark any `NetworkVariable` with owner read permissions as dirty and will send/flush any pending updates to all clients prior to sending the change in ownership message. (#3081)\n- Fixed an issue where transferring ownership of `NetworkVariable` collections didn't update the new owner’s previous value, causing the last added value to be detected as a change during additions or removals. (#3081)\n- Fixed issue where a client (or server) with no write permissions for a `NetworkVariable` using a standard .NET collection type could still modify the collection which could cause various issues depending upon the modification and collection type. (#3081)\n- Fixed issue where applying the position and/or rotation to the `NetworkManager.ConnectionApprovalResponse` when connection approval and auto-spawn player prefab were enabled would not apply the position and/or rotation when the player prefab was instantiated. (#3078)\n- Fixed issue where `NetworkObject.SpawnWithObservers` was not being honored when spawning the player prefab. (#3077)\n- Fixed issue with the client count not being correct on the host or server side when a client disconnects itself from a session. (#3075)\n\n### Changed\n\n- Changed `NetworkConfig.AutoSpawnPlayerPrefabClientSide` is no longer automatically set when starting `NetworkManager`. (#3097)\n- Updated `NetworkVariableDeltaMessage` so the server now forwards delta state updates from clients immediately, instead of waiting until the end of the frame or the next network tick. (#3081)"
|
||
},
|
||
"upmCi": {
|
||
"footprint": "8331c76150e539e36659d8b7be3ba0fb6d21027a"
|
||
},
|
||
"documentationUrl": "https://docs.unity3d.com/Packages/com.unity.netcode.gameobjects@2.1/manual/index.html",
|
||
"repository": {
|
||
"url": "https://github.com/Unity-Technologies/com.unity.netcode.gameobjects.git",
|
||
"type": "git",
|
||
"revision": "264b30d176dd71fcedd022a8d6f4d59a2e3922bc"
|
||
},
|
||
"samples": [
|
||
{
|
||
"displayName": "Bootstrap",
|
||
"description": "A lightweight sample to get started",
|
||
"path": "Samples~/Bootstrap"
|
||
}
|
||
],
|
||
"author": {
|
||
"name": "Unity"
|
||
}
|
||
}
|