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). ## [1.4.0] - 2023-04-10 ### Added - Added a way to access the GlobalObjectIdHash via PrefabIdHash for use in the Connection Approval Callback. (#2437) - Added `OnServerStarted` and `OnServerStopped` events that will trigger only on the server (or host player) to notify that the server just started or is no longer active (#2420) - Added `OnClientStarted` and `OnClientStopped` events that will trigger only on the client (or host player) to notify that the client just started or is no longer active (#2420) - Added `NetworkTransform.UseHalfFloatPrecision` property that, when enabled, will use half float values for position, rotation, and scale. This yields a 50% bandwidth savings a the cost of precision. (#2388) - Added `NetworkTransform.UseQuaternionSynchronization` property that, when enabled, will synchronize the entire quaternion. (#2388) - Added `NetworkTransform.UseQuaternionCompression` property that, when enabled, will use a smallest three implementation reducing a full quaternion synchronization update to the size of an unsigned integer. (#2388) - Added `NetworkTransform.SlerpPosition` property that, when enabled along with interpolation being enabled, will interpolate using `Vector3.Slerp`. (#2388) - Added `BufferedLinearInterpolatorVector3` that replaces the float version, is now used by `NetworkTransform`, and provides the ability to enable or disable `Slerp`. (#2388) - Added `HalfVector3` used for scale when half float precision is enabled. (#2388) - Added `HalfVector4` used for rotation when half float precision and quaternion synchronization is enabled. (#2388) - Added `HalfVector3DeltaPosition` used for position when half float precision is enabled. This handles loss in position precision by updating only the delta position as opposed to the full position. (#2388) - Added `NetworkTransform.GetSpaceRelativePosition` and `NetworkTransform.GetSpaceRelativeRotation` helper methods to return the proper values depending upon whether local or world space. (#2388) - Added `NetworkTransform.OnAuthorityPushTransformState` virtual method that is invoked just prior to sending the `NetworkTransformState` to non-authoritative instances. This provides users with the ability to obtain more precise delta values for prediction related calculations. (#2388) - Added `NetworkTransform.OnNetworkTransformStateUpdated` virtual method that is invoked just after the authoritative `NetworkTransformState` is applied. This provides users with the ability to obtain more precise delta values for prediction related calculations. (#2388) - Added `NetworkTransform.OnInitialize`virtual method that is invoked after the `NetworkTransform` has been initialized or re-initialized when ownership changes. This provides for a way to make adjustments when `NetworkTransform` is initialized (i.e. resetting client prediction etc) (#2388) - Added `NetworkObject.SynchronizeTransform` property (default is true) that provides users with another way to help with bandwidth optimizations where, when set to false, the `NetworkObject`'s associated transform will not be included when spawning and/or synchronizing late joining players. (#2388) - Added `NetworkSceneManager.ActiveSceneSynchronizationEnabled` property, disabled by default, that enables client synchronization of server-side active scene changes. (#2383) - Added `NetworkObject.ActiveSceneSynchronization`, disabled by default, that will automatically migrate a `NetworkObject` to a newly assigned active scene. (#2383) - Added `NetworkObject.SceneMigrationSynchronization`, enabled by default, that will synchronize client(s) when a `NetworkObject` is migrated into a new scene on the server side via `SceneManager.MoveGameObjectToScene`. (#2383) ### Changed - Made sure the `CheckObjectVisibility` delegate is checked and applied, upon `NetworkShow` attempt. Found while supporting (#2454), although this is not a fix for this (already fixed) issue. (#2463) - Changed `NetworkTransform` authority handles delta checks on each new network tick and no longer consumes processing cycles checking for deltas for all frames in-between ticks. (#2388) - Changed the `NetworkTransformState` structure is now public and now has public methods that provide access to key properties of the `NetworkTransformState` structure. (#2388) - Changed `NetworkTransform` interpolation adjusts its interpolation "ticks ago" to be 2 ticks latent if it is owner authoritative and the instance is not the server or 1 tick latent if the instance is the server and/or is server authoritative. (#2388) - Updated `NetworkSceneManager` to migrate dynamically spawned `NetworkObject`s with `DestroyWithScene` set to false into the active scene if their current scene is unloaded. (#2383) - Updated the server to synchronize its local `NetworkSceneManager.ClientSynchronizationMode` during the initial client synchronization. (#2383) ### Fixed - Fixed issue where during client synchronization the synchronizing client could receive a ObjectSceneChanged message before the client-side NetworkObject instance had been instantiated and spawned. (#2502) - Fixed issue where `NetworkAnimator` was building client RPC parameters to exclude the host from sending itself messages but was not including it in the ClientRpc parameters. (#2492) - Fixed issue where `NetworkAnimator` was not properly detecting and synchronizing cross fade initiated transitions. (#2481) - Fixed issue where `NetworkAnimator` was not properly synchronizing animation state updates. (#2481) - Fixed float NetworkVariables not being rendered properly in the inspector of NetworkObjects. (#2441) - Fixed an issue where Named Message Handlers could remove themselves causing an exception when the metrics tried to access the name of the message.(#2426) - Fixed registry of public `NetworkVariable`s in derived `NetworkBehaviour`s (#2423) - Fixed issue where runtime association of `Animator` properties to `AnimationCurve`s would cause `NetworkAnimator` to attempt to update those changes. (#2416) - Fixed issue where `NetworkAnimator` would not check if its associated `Animator` was valid during serialization and would spam exceptions in the editor console. (#2416) - Fixed issue with a child's rotation rolling over when interpolation is enabled on a `NetworkTransform`. Now using half precision or full quaternion synchronization will always update all axis. (#2388) - Fixed issue where `NetworkTransform` was not setting the teleport flag when the `NetworkTransform.InLocalSpace` value changed. This issue only impacted `NetworkTransform` when interpolation was enabled. (#2388) - Fixed issue when the `NetworkSceneManager.ClientSynchronizationMode` is `LoadSceneMode.Additive` and the server changes the currently active scene prior to a client connecting then upon a client connecting and being synchronized the NetworkSceneManager would clear its internal ScenePlacedObjects list that could already be populated. (#2383) - Fixed issue where a client would load duplicate scenes of already preloaded scenes during the initial client synchronization and `NetworkSceneManager.ClientSynchronizationMode` was set to `LoadSceneMode.Additive`. (#2383)
390 lines
17 KiB
C#
390 lines
17 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Reflection;
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using Unity.Netcode.Editor.Configuration;
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using UnityEditor;
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using UnityEngine;
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namespace Unity.Netcode.Editor
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{
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/// <summary>
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/// The <see cref="CustomEditor"/> for <see cref="NetworkBehaviour"/>
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/// </summary>
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[CustomEditor(typeof(NetworkBehaviour), true)]
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[CanEditMultipleObjects]
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public class NetworkBehaviourEditor : UnityEditor.Editor
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{
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private bool m_Initialized;
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private readonly List<string> m_NetworkVariableNames = new List<string>();
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private readonly Dictionary<string, FieldInfo> m_NetworkVariableFields = new Dictionary<string, FieldInfo>();
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private readonly Dictionary<string, object> m_NetworkVariableObjects = new Dictionary<string, object>();
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private GUIContent m_NetworkVariableLabelGuiContent;
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private GUIContent m_NetworkListLabelGuiContent;
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private void Init(MonoScript script)
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{
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m_Initialized = true;
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m_NetworkVariableNames.Clear();
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m_NetworkVariableFields.Clear();
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m_NetworkVariableObjects.Clear();
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m_NetworkVariableLabelGuiContent = new GUIContent("NetworkVariable", "This variable is a NetworkVariable. It can not be serialized and can only be changed during runtime.");
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m_NetworkListLabelGuiContent = new GUIContent("NetworkList", "This variable is a NetworkList. It is rendered, but you can't serialize or change it.");
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var fields = script.GetClass().GetFields(BindingFlags.Public | BindingFlags.Instance | BindingFlags.FlattenHierarchy);
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for (int i = 0; i < fields.Length; i++)
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{
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var ft = fields[i].FieldType;
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if (ft.IsGenericType && ft.GetGenericTypeDefinition() == typeof(NetworkVariable<>) && !fields[i].IsDefined(typeof(HideInInspector), true))
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{
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m_NetworkVariableNames.Add(ObjectNames.NicifyVariableName(fields[i].Name));
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m_NetworkVariableFields.Add(ObjectNames.NicifyVariableName(fields[i].Name), fields[i]);
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Debug.Log($"Adding NetworkVariable {fields[i].Name}");
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}
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if (ft.IsGenericType && ft.GetGenericTypeDefinition() == typeof(NetworkList<>) && !fields[i].IsDefined(typeof(HideInInspector), true))
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{
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m_NetworkVariableNames.Add(ObjectNames.NicifyVariableName(fields[i].Name));
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m_NetworkVariableFields.Add(ObjectNames.NicifyVariableName(fields[i].Name), fields[i]);
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Debug.Log($"Adding NetworkList {fields[i].Name}");
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}
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}
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}
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private void RenderNetworkVariable(int index)
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{
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if (!m_NetworkVariableFields.ContainsKey(m_NetworkVariableNames[index]))
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{
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serializedObject.Update();
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var scriptProperty = serializedObject.FindProperty("m_Script");
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if (scriptProperty == null)
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{
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return;
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}
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var targetScript = scriptProperty.objectReferenceValue as MonoScript;
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Init(targetScript);
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}
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object value = m_NetworkVariableFields[m_NetworkVariableNames[index]].GetValue(target);
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if (value == null)
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{
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var fieldType = m_NetworkVariableFields[m_NetworkVariableNames[index]].FieldType;
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var networkVariable = (NetworkVariableBase)Activator.CreateInstance(fieldType, true);
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m_NetworkVariableFields[m_NetworkVariableNames[index]].SetValue(target, networkVariable);
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}
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var type = m_NetworkVariableFields[m_NetworkVariableNames[index]].GetValue(target).GetType();
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var genericType = type.GetGenericArguments()[0];
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EditorGUILayout.BeginHorizontal();
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if (genericType.IsValueType)
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{
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var method = typeof(NetworkBehaviourEditor).GetMethod("RenderNetworkContainerValueType", BindingFlags.Public | BindingFlags.Instance | BindingFlags.FlattenHierarchy | BindingFlags.NonPublic);
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var genericMethod = method.MakeGenericMethod(genericType);
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genericMethod.Invoke(this, new[] { (object)index });
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}
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else
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{
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EditorGUILayout.LabelField("Type not renderable");
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GUILayout.Label(m_NetworkVariableLabelGuiContent, EditorStyles.miniLabel, GUILayout.Width(EditorStyles.miniLabel.CalcSize(m_NetworkVariableLabelGuiContent).x));
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EditorGUILayout.EndHorizontal();
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}
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}
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private void RenderNetworkContainerValueType<T>(int index) where T : unmanaged, IEquatable<T>
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{
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try
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{
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var networkVariable = (NetworkVariable<T>)m_NetworkVariableFields[m_NetworkVariableNames[index]].GetValue(target);
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RenderNetworkVariableValueType(index, networkVariable);
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}
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catch (Exception)
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{
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try
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{
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var networkList = (NetworkList<T>)m_NetworkVariableFields[m_NetworkVariableNames[index]].GetValue(target);
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RenderNetworkListValueType(index, networkList);
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}
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catch (Exception e)
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{
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Debug.Log(e);
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throw;
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}
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}
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EditorGUILayout.EndHorizontal();
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}
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private void RenderNetworkVariableValueType<T>(int index, NetworkVariable<T> networkVariable) where T : unmanaged
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{
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var type = typeof(T);
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object val = networkVariable.Value;
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string variableName = m_NetworkVariableNames[index];
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var behaviour = (NetworkBehaviour)target;
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// Only server can MODIFY. So allow modification if network is either not running or we are server
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if (behaviour.IsBehaviourEditable())
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{
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if (type == typeof(int))
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{
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val = EditorGUILayout.IntField(variableName, (int)val);
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}
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else if (type == typeof(uint))
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{
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val = (uint)EditorGUILayout.LongField(variableName, (uint)val);
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}
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else if (type == typeof(short))
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{
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val = (short)EditorGUILayout.IntField(variableName, (short)val);
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}
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else if (type == typeof(ushort))
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{
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val = (ushort)EditorGUILayout.IntField(variableName, (ushort)val);
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}
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else if (type == typeof(sbyte))
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{
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val = (sbyte)EditorGUILayout.IntField(variableName, (sbyte)val);
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}
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else if (type == typeof(byte))
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{
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val = (byte)EditorGUILayout.IntField(variableName, (byte)val);
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}
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else if (type == typeof(long))
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{
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val = EditorGUILayout.LongField(variableName, (long)val);
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}
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else if (type == typeof(ulong))
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{
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val = (ulong)EditorGUILayout.LongField(variableName, (long)((ulong)val));
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}
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else if (type == typeof(float))
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{
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val = EditorGUILayout.FloatField(variableName, (float)((float)val));
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}
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else if (type == typeof(bool))
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{
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val = EditorGUILayout.Toggle(variableName, (bool)val);
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}
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else if (type == typeof(string))
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{
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val = EditorGUILayout.TextField(variableName, (string)val);
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}
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else if (type.IsEnum)
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{
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val = EditorGUILayout.EnumPopup(variableName, (Enum)val);
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}
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else
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{
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EditorGUILayout.LabelField("Type not renderable");
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}
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networkVariable.Value = (T)val;
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}
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else
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{
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EditorGUILayout.LabelField(variableName, EditorStyles.wordWrappedLabel);
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EditorGUILayout.SelectableLabel(val.ToString(), EditorStyles.wordWrappedLabel);
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}
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GUILayout.Label(m_NetworkVariableLabelGuiContent, EditorStyles.miniLabel, GUILayout.Width(EditorStyles.miniLabel.CalcSize(m_NetworkVariableLabelGuiContent).x));
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}
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private void RenderNetworkListValueType<T>(int index, NetworkList<T> networkList)
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where T : unmanaged, IEquatable<T>
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{
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string variableName = m_NetworkVariableNames[index];
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string value = "";
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bool addComma = false;
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foreach (var v in networkList)
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{
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if (addComma)
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{
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value += ", ";
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}
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value += v.ToString();
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addComma = true;
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}
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EditorGUILayout.LabelField(variableName, value);
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GUILayout.Label(m_NetworkListLabelGuiContent, EditorStyles.miniLabel, GUILayout.Width(EditorStyles.miniLabel.CalcSize(m_NetworkListLabelGuiContent).x));
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}
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/// <inheritdoc/>
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public override void OnInspectorGUI()
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{
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if (!m_Initialized)
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{
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serializedObject.Update();
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var scriptProperty = serializedObject.FindProperty("m_Script");
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if (scriptProperty == null)
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{
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return;
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}
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var targetScript = scriptProperty.objectReferenceValue as MonoScript;
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Init(targetScript);
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}
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EditorGUI.BeginChangeCheck();
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serializedObject.Update();
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for (int i = 0; i < m_NetworkVariableNames.Count; i++)
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{
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RenderNetworkVariable(i);
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}
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var property = serializedObject.GetIterator();
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bool expanded = true;
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while (property.NextVisible(expanded))
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{
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if (m_NetworkVariableNames.Contains(property.name))
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{
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// Skip rendering of NetworkVars, they have special rendering
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continue;
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}
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if (property.propertyType == SerializedPropertyType.ObjectReference)
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{
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if (property.name == "m_Script")
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{
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EditorGUI.BeginDisabledGroup(true);
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}
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EditorGUILayout.PropertyField(property, true);
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if (property.name == "m_Script")
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{
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EditorGUI.EndDisabledGroup();
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}
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}
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else
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{
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EditorGUILayout.BeginHorizontal();
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EditorGUILayout.PropertyField(property, true);
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EditorGUILayout.EndHorizontal();
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}
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expanded = false;
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}
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serializedObject.ApplyModifiedProperties();
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EditorGUI.EndChangeCheck();
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}
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/// <summary>
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/// Invoked once when a NetworkBehaviour component is
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/// displayed in the inspector view.
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/// </summary>
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private void OnEnable()
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{
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// This can be null and throw an exception when running test runner in the editor
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if (target == null)
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{
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return;
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}
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// When we first add a NetworkBehaviour this editor will be enabled
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// so we go ahead and check for an already existing NetworkObject here
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CheckForNetworkObject((target as NetworkBehaviour).gameObject);
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}
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/// <summary>
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/// Recursively finds the root parent of a <see cref="Transform"/>
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/// </summary>
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/// <param name="transform">The current <see cref="Transform"/> we are inspecting for a parent</param>
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/// <returns>the root parent for the first <see cref="Transform"/> passed into the method</returns>
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public static Transform GetRootParentTransform(Transform transform)
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{
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if (transform.parent == null || transform.parent == transform)
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{
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return transform;
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}
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return GetRootParentTransform(transform.parent);
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}
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/// <summary>
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/// Used to determine if a GameObject has one or more NetworkBehaviours but
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/// does not already have a NetworkObject component. If not it will notify
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/// the user that NetworkBehaviours require a NetworkObject.
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/// </summary>
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/// <param name="gameObject"><see cref="GameObject"/> to start checking for a <see cref="NetworkObject"/></param>
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/// <param name="networkObjectRemoved">used internally</param>
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public static void CheckForNetworkObject(GameObject gameObject, bool networkObjectRemoved = false)
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{
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// If there are no NetworkBehaviours or no gameObject, then exit early
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if (gameObject == null || (gameObject.GetComponent<NetworkBehaviour>() == null && gameObject.GetComponentInChildren<NetworkBehaviour>() == null))
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{
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return;
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}
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// Now get the root parent transform to the current GameObject (or itself)
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var rootTransform = GetRootParentTransform(gameObject.transform);
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if (!rootTransform.TryGetComponent<NetworkManager>(out var networkManager))
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{
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networkManager = rootTransform.GetComponentInChildren<NetworkManager>();
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}
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// If there is a NetworkManager, then notify the user that a NetworkManager cannot have NetworkBehaviour components
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if (networkManager != null)
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{
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var networkBehaviours = networkManager.gameObject.GetComponents<NetworkBehaviour>();
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var networkBehavioursChildren = networkManager.gameObject.GetComponentsInChildren<NetworkBehaviour>();
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if (networkBehaviours.Length > 0 || networkBehavioursChildren.Length > 0)
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{
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if (EditorUtility.DisplayDialog("NetworkBehaviour or NetworkManager Cannot Be Added", $"{nameof(NetworkManager)}s cannot have {nameof(NetworkBehaviour)} components added to the root parent or any of its children." +
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$" Would you like to remove the NetworkManager or NetworkBehaviour?", "NetworkManager", "NetworkBehaviour"))
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{
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DestroyImmediate(networkManager);
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}
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else
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{
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foreach (var networkBehaviour in networkBehaviours)
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{
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DestroyImmediate(networkBehaviour);
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}
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foreach (var networkBehaviour in networkBehaviours)
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{
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DestroyImmediate(networkBehaviour);
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}
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}
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return;
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}
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}
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// Otherwise, check to see if there is any NetworkObject from the root GameObject down to all children.
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// If not, notify the user that NetworkBehaviours require that the relative GameObject has a NetworkObject component.
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if (!rootTransform.TryGetComponent<NetworkObject>(out var networkObject))
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{
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networkObject = rootTransform.GetComponentInChildren<NetworkObject>();
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if (networkObject == null)
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{
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// If we are removing a NetworkObject but there is still one or more NetworkBehaviour components
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// and the user has already turned "Auto-Add NetworkObject" on when first notified about the requirement
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// then just send a reminder to the user why the NetworkObject they just deleted seemingly "re-appeared"
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// again.
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if (networkObjectRemoved && NetcodeForGameObjectsEditorSettings.GetAutoAddNetworkObjectSetting())
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{
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Debug.LogWarning($"{gameObject.name} still has {nameof(NetworkBehaviour)}s and Auto-Add NetworkObjects is enabled. A NetworkObject is being added back to {gameObject.name}.");
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Debug.Log($"To reset Auto-Add NetworkObjects: Select the Netcode->General->Reset Auto-Add NetworkObject menu item.");
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}
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// Notify and provide the option to add it one time, always add a NetworkObject, or do nothing and let the user manually add it
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if (EditorUtility.DisplayDialog($"{nameof(NetworkBehaviour)}s require a {nameof(NetworkObject)}",
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$"{gameObject.name} does not have a {nameof(NetworkObject)} component. Would you like to add one now?", "Yes", "No (manually add it)",
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DialogOptOutDecisionType.ForThisMachine, NetcodeForGameObjectsEditorSettings.AutoAddNetworkObjectIfNoneExists))
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{
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gameObject.AddComponent<NetworkObject>();
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var activeScene = UnityEngine.SceneManagement.SceneManager.GetActiveScene();
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UnityEditor.SceneManagement.EditorSceneManager.MarkSceneDirty(activeScene);
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UnityEditor.SceneManagement.EditorSceneManager.SaveScene(activeScene);
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}
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}
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}
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}
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}
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}
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