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). ## [2.1.1] - 2024-10-18 ### Added - Added ability to edit the `NetworkConfig.AutoSpawnPlayerPrefabClientSide` within the inspector view. (#3097) - Added `IContactEventHandlerWithInfo` that derives from `IContactEventHandler` that can be updated per frame to provide `ContactEventHandlerInfo` information to the `RigidbodyContactEventManager` when processing collisions. (#3094) - `ContactEventHandlerInfo.ProvideNonRigidBodyContactEvents`: When set to true, non-`Rigidbody` collisions with the registered `Rigidbody` will generate contact event notifications. (#3094) - `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) - Added a static `NetworkManager.OnInstantiated` event notification to be able to track when a new `NetworkManager` instance has been instantiated. (#3088) - Added a static `NetworkManager.OnDestroying` event notification to be able to track when an existing `NetworkManager` instance is being destroyed. (#3088) ### Fixed - 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) - Fixed an issue where nested `NetworkTransform` components in owner authoritative mode cleared their initial settings on the server, causing improper synchronization. (#3099) - Fixed issue with service not getting synchronized with in-scene placed `NetworkObject` instances when a session owner starts a `SceneEventType.Load` event. (#3096) - 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) - 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) - 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) - 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) - 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) - 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) - Fixed issue where `NetworkObject.SpawnWithObservers` was not being honored when spawning the player prefab. (#3077) - Fixed issue with the client count not being correct on the host or server side when a client disconnects itself from a session. (#3075) ### Changed - Changed `NetworkConfig.AutoSpawnPlayerPrefabClientSide` is no longer automatically set when starting `NetworkManager`. (#3097) - 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)
187 lines
7.1 KiB
C#
187 lines
7.1 KiB
C#
using System.Collections.Generic;
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using UnityEditor;
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using UnityEngine;
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namespace Unity.Netcode.Editor.Configuration
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{
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/// <summary>
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/// Updates the default <see cref="NetworkPrefabsList"/> instance when prefabs are updated (created, moved, deleted) in the project.
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/// </summary>
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public class NetworkPrefabProcessor : AssetPostprocessor
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{
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public static string DefaultNetworkPrefabsPath
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{
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get
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{
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return NetcodeForGameObjectsProjectSettings.instance.NetworkPrefabsPath;
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}
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internal set
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{
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NetcodeForGameObjectsProjectSettings.instance.NetworkPrefabsPath = value;
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// Force a recache of the prefab list
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s_PrefabsList = null;
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}
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}
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private static NetworkPrefabsList s_PrefabsList;
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private static Dictionary<string, NetworkPrefab> s_PrefabsListPath = new Dictionary<string, NetworkPrefab>();
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private static void OnPostprocessAllAssets(string[] importedAssets, string[] deletedAssets, string[] movedAssets, string[] movedFromAssetPaths)
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{
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var settings = NetcodeForGameObjectsProjectSettings.instance;
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if (!settings.GenerateDefaultNetworkPrefabs)
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{
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return;
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}
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bool ProcessImportedAssets(string[] importedAssets1)
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{
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var dirty = false;
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foreach (var assetPath in importedAssets1)
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{
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// We only care about GameObjects, skip everything else. Can't use the more targeted
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// OnPostProcessPrefabs since that's not called for moves or deletes
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if (AssetDatabase.GetMainAssetTypeAtPath(assetPath) != typeof(GameObject))
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{
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continue;
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}
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var go = AssetDatabase.LoadAssetAtPath<GameObject>(assetPath);
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if (go.TryGetComponent<NetworkObject>(out _))
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{
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// Make sure we are not duplicating an already existing entry
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if (s_PrefabsListPath.ContainsKey(assetPath))
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{
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// Is the imported asset different from the one we already have in the list?
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if (s_PrefabsListPath[assetPath].Prefab.GetHashCode() != go.GetHashCode())
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{
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// If so remove the one in the list and continue on to add the imported one
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s_PrefabsList.List.Remove(s_PrefabsListPath[assetPath]);
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}
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else // If they are identical, then just ignore the import
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{
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continue;
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}
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}
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s_PrefabsList.List.Add(new NetworkPrefab { Prefab = go });
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dirty = true;
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}
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}
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return dirty;
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}
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bool ProcessDeletedAssets(string[] strings)
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{
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var dirty = false;
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var deleted = new List<string>(strings);
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for (int i = s_PrefabsList.List.Count - 1; i >= 0 && deleted.Count > 0; --i)
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{
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GameObject prefab;
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try
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{
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prefab = s_PrefabsList.List[i].Prefab;
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}
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catch (MissingReferenceException)
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{
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s_PrefabsList.List.RemoveAt(i);
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continue;
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}
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if (prefab == null)
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{
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s_PrefabsList.List.RemoveAt(i);
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}
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else
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{
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string noPath = AssetDatabase.GetAssetPath(prefab);
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for (int j = strings.Length - 1; j >= 0; --j)
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{
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if (noPath == strings[j])
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{
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s_PrefabsList.List.RemoveAt(i);
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deleted.RemoveAt(j);
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dirty = true;
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}
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}
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}
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}
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return dirty;
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}
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if (s_PrefabsList == null)
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{
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s_PrefabsList = GetOrCreateNetworkPrefabs(DefaultNetworkPrefabsPath, out var newList, true);
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// A new list already processed all existing assets, no need to double-process imports & deletes
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if (newList)
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{
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return;
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}
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}
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// Clear our asset path to prefab table each time
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s_PrefabsListPath.Clear();
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// Create our asst path to prefab table
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foreach (var prefabEntry in s_PrefabsList.List)
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{
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if (!s_PrefabsListPath.ContainsKey(AssetDatabase.GetAssetPath(prefabEntry.Prefab)))
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{
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s_PrefabsListPath.Add(AssetDatabase.GetAssetPath(prefabEntry.Prefab), prefabEntry);
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}
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}
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// Process the imported and deleted assets
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var markDirty = ProcessImportedAssets(importedAssets);
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markDirty |= ProcessDeletedAssets(deletedAssets);
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if (markDirty)
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{
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EditorUtility.SetDirty(s_PrefabsList);
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}
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}
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internal static NetworkPrefabsList GetOrCreateNetworkPrefabs(string path, out bool isNew, bool addAll)
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{
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var defaultPrefabs = AssetDatabase.LoadAssetAtPath<NetworkPrefabsList>(path);
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if (defaultPrefabs == null)
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{
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isNew = true;
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defaultPrefabs = ScriptableObject.CreateInstance<NetworkPrefabsList>();
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defaultPrefabs.IsDefault = true;
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AssetDatabase.CreateAsset(defaultPrefabs, path);
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if (addAll)
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{
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// This could be very expensive in large projects... maybe make it manually triggered via a menu?
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defaultPrefabs.List = FindAll();
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}
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EditorUtility.SetDirty(defaultPrefabs);
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AssetDatabase.SaveAssetIfDirty(defaultPrefabs);
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return defaultPrefabs;
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}
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isNew = false;
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return defaultPrefabs;
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}
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private static List<NetworkPrefab> FindAll()
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{
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var list = new List<NetworkPrefab>();
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string[] guids = AssetDatabase.FindAssets("t:GameObject");
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foreach (var guid in guids)
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{
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string assetPath = AssetDatabase.GUIDToAssetPath(guid);
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var go = AssetDatabase.LoadAssetAtPath<GameObject>(assetPath);
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if (go.TryGetComponent(out NetworkObject _))
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{
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list.Add(new NetworkPrefab { Prefab = go });
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}
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}
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return list;
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}
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}
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}
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