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). ## [1.7.0] - 2023-10-11 ### Added - exposed NetworkObject.GetNetworkBehaviourAtOrderIndex as a public API (#2724) - Added context menu tool that provides users with the ability to quickly update the GlobalObjectIdHash value for all in-scene placed prefab instances that were created prior to adding a NetworkObject component to it. (#2707) - Added methods NetworkManager.SetPeerMTU and NetworkManager.GetPeerMTU to be able to set MTU sizes per-peer (#2676) - Added `GenerateSerializationForGenericParameterAttribute`, which can be applied to user-created Network Variable types to ensure the codegen generates serialization for the generic types they wrap. (#2694) - Added `GenerateSerializationForTypeAttribute`, which can be applied to any class or method to ensure the codegen generates serialization for the specific provided type. (#2694) - Exposed `NetworkVariableSerialization<T>.Read`, `NetworkVariableSerialization<T>.Write`, `NetworkVariableSerialization<T>.AreEqual`, and `NetworkVariableSerialization<T>.Duplicate` to further support the creation of user-created network variables by allowing users to access the generated serialization methods and serialize generic types efficiently without boxing. (#2694) - Added `NetworkVariableBase.MarkNetworkBehaviourDirty` so that user-created network variable types can mark their containing `NetworkBehaviour` to be processed by the update loop. (#2694) ### Fixed - Fixed issue where the server side `NetworkSceneManager` instance was not adding the currently active scene to its list of scenes loaded. (#2723) - Generic NetworkBehaviour types no longer result in compile errors or runtime errors (#2720) - Rpcs within Generic NetworkBehaviour types can now serialize parameters of the class's generic types (but may not have generic types of their own) (#2720) - Errors are no longer thrown when entering play mode with domain reload disabled (#2720) - NetworkSpawn is now correctly called each time when entering play mode with scene reload disabled (#2720) - NetworkVariables of non-integer types will no longer break the inspector (#2714) - NetworkVariables with NonSerializedAttribute will not appear in the inspector (#2714) - Fixed issue where `UnityTransport` would attempt to establish WebSocket connections even if using UDP/DTLS Relay allocations when the build target was WebGL. This only applied to working in the editor since UDP/DTLS can't work in the browser. (#2695) - Fixed issue where a `NetworkBehaviour` component's `OnNetworkDespawn` was not being invoked on the host-server side for an in-scene placed `NetworkObject` when a scene was unloaded (during a scene transition) and the `NetworkBehaviour` component was positioned/ordered before the `NetworkObject` component. (#2685) - Fixed issue where `SpawnWithObservers` was not being honored when `NetworkConfig.EnableSceneManagement` was disabled. (#2682) - Fixed issue where `NetworkAnimator` was not internally tracking changes to layer weights which prevented proper layer weight synchronization back to the original layer weight value. (#2674) - Fixed "writing past the end of the buffer" error when calling ResetDirty() on managed network variables that are larger than 256 bytes when serialized. (#2670) - Fixed issue where generation of the `DefaultNetworkPrefabs` asset was not enabled by default. (#2662) - Fixed issue where the `GlobalObjectIdHash` value could be updated but the asset not marked as dirty. (#2662) - Fixed issue where the `GlobalObjectIdHash` value of a (network) prefab asset could be assigned an incorrect value when editing the prefab in a temporary scene. (#2662) - Fixed issue where the `GlobalObjectIdHash` value generated after creating a (network) prefab from an object constructed within the scene would not be the correct final value in a stand alone build. (#2662) ### Changed - Updated dependency on `com.unity.transport` to version 1.4.0. (#2716)
119 lines
3.8 KiB
C#
119 lines
3.8 KiB
C#
#if UNITY_EDITOR
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using UnityEditor.SceneManagement;
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using UnityEngine;
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using UnityEngine.SceneManagement;
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namespace Unity.Netcode
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{
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/// <summary>
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/// This is a helper tool to update all in-scene placed instances of a prefab that
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/// originally did not have a NetworkObject component but one was added to the prefab
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/// later.
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/// </summary>
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internal class NetworkObjectRefreshTool
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{
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private static List<string> s_ScenesToUpdate = new List<string>();
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private static bool s_ProcessScenes;
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private static bool s_CloseScenes;
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internal static Action AllScenesProcessed;
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internal static void ProcessScene(string scenePath, bool processScenes = true)
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{
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if (!s_ScenesToUpdate.Contains(scenePath))
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{
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if (s_ScenesToUpdate.Count == 0)
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{
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EditorSceneManager.sceneOpened += EditorSceneManager_sceneOpened;
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EditorSceneManager.sceneSaved += EditorSceneManager_sceneSaved;
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}
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s_ScenesToUpdate.Add(scenePath);
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}
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s_ProcessScenes = processScenes;
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}
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internal static void ProcessActiveScene()
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{
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var activeScene = SceneManager.GetActiveScene();
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if (s_ScenesToUpdate.Contains(activeScene.path) && s_ProcessScenes)
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{
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SceneOpened(activeScene);
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}
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}
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internal static void ProcessScenes()
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{
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if (s_ScenesToUpdate.Count != 0)
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{
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s_CloseScenes = true;
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var scenePath = s_ScenesToUpdate.First();
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EditorSceneManager.OpenScene(scenePath, OpenSceneMode.Additive);
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}
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else
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{
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s_CloseScenes = false;
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EditorSceneManager.sceneSaved -= EditorSceneManager_sceneSaved;
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EditorSceneManager.sceneOpened -= EditorSceneManager_sceneOpened;
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AllScenesProcessed?.Invoke();
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}
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}
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private static void FinishedProcessingScene(Scene scene, bool refreshed = false)
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{
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if (s_ScenesToUpdate.Contains(scene.path))
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{
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// Provide a log of all scenes that were modified to the user
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if (refreshed)
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{
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Debug.Log($"Refreshed and saved updates to scene: {scene.name}");
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}
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s_ProcessScenes = false;
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s_ScenesToUpdate.Remove(scene.path);
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if (scene != SceneManager.GetActiveScene())
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{
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EditorSceneManager.CloseScene(scene, s_CloseScenes);
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}
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ProcessScenes();
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}
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}
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private static void EditorSceneManager_sceneSaved(Scene scene)
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{
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FinishedProcessingScene(scene, true);
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}
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private static void SceneOpened(Scene scene)
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{
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if (s_ScenesToUpdate.Contains(scene.path))
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{
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if (s_ProcessScenes)
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{
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if (!EditorSceneManager.MarkSceneDirty(scene))
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{
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Debug.Log($"Scene {scene.name} did not get marked as dirty!");
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FinishedProcessingScene(scene);
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}
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else
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{
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EditorSceneManager.SaveScene(scene);
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}
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}
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else
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{
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FinishedProcessingScene(scene);
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}
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}
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}
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private static void EditorSceneManager_sceneOpened(Scene scene, OpenSceneMode mode)
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{
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SceneOpened(scene);
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}
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}
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}
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#endif // UNITY_EDITOR
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