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events that will trigger only on the server (or host player) to notify that the server just started or is no longer active (#2420) - Added `OnClientStarted` and `OnClientStopped` events that will trigger only on the client (or host player) to notify that the client just started or is no longer active (#2420) - Added `NetworkTransform.UseHalfFloatPrecision` property that, when enabled, will use half float values for position, rotation, and scale.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)
454 lines
17 KiB
C#
454 lines
17 KiB
C#
using System;
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using System.Collections.Generic;
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using UnityEngine;
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using UnityEngine.LowLevel;
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using UnityEngine.PlayerLoop;
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namespace Unity.Netcode
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{
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/// <summary>
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/// Defines the required interface of a network update system being executed by the <see cref="NetworkUpdateLoop"/>.
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/// </summary>
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public interface INetworkUpdateSystem
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{
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/// <summary>
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/// The update method that is being executed in the context of related <see cref="NetworkUpdateStage"/>.
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/// </summary>
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/// <param name="updateStage">The <see cref="NetworkUpdateStage"/> that is being executed.</param>
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void NetworkUpdate(NetworkUpdateStage updateStage);
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}
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/// <summary>
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/// Defines network update stages being executed by the network update loop.
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/// See for more details on update stages:
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/// https://docs.unity3d.com/ScriptReference/PlayerLoop.Initialization.html
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/// </summary>
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public enum NetworkUpdateStage : byte
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{
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/// <summary>
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/// Default value
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/// </summary>
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Unset = 0,
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/// <summary>
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/// Very first initialization update
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/// </summary>
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Initialization = 1,
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/// <summary>
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/// Invoked before Fixed update
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/// </summary>
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EarlyUpdate = 2,
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/// <summary>
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/// Fixed Update (i.e. state machine, physics, animations, etc)
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/// </summary>
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FixedUpdate = 3,
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/// <summary>
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/// Updated before the Monobehaviour.Update for all components is invoked
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/// </summary>
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PreUpdate = 4,
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/// <summary>
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/// Updated when the Monobehaviour.Update for all components is invoked
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/// </summary>
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Update = 5,
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/// <summary>
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/// Updated before the Monobehaviour.LateUpdate for all components is invoked
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/// </summary>
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PreLateUpdate = 6,
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/// <summary>
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/// Updated after the Monobehaviour.LateUpdate for all components is invoked
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/// </summary>
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PostLateUpdate = 7
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}
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/// <summary>
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/// Represents the network update loop injected into low-level player loop in Unity.
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/// </summary>
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public static class NetworkUpdateLoop
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{
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private static Dictionary<NetworkUpdateStage, HashSet<INetworkUpdateSystem>> s_UpdateSystem_Sets;
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private static Dictionary<NetworkUpdateStage, INetworkUpdateSystem[]> s_UpdateSystem_Arrays;
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private const int k_UpdateSystem_InitialArrayCapacity = 1024;
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static NetworkUpdateLoop()
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{
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s_UpdateSystem_Sets = new Dictionary<NetworkUpdateStage, HashSet<INetworkUpdateSystem>>();
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s_UpdateSystem_Arrays = new Dictionary<NetworkUpdateStage, INetworkUpdateSystem[]>();
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foreach (NetworkUpdateStage updateStage in Enum.GetValues(typeof(NetworkUpdateStage)))
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{
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s_UpdateSystem_Sets.Add(updateStage, new HashSet<INetworkUpdateSystem>());
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s_UpdateSystem_Arrays.Add(updateStage, new INetworkUpdateSystem[k_UpdateSystem_InitialArrayCapacity]);
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}
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}
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/// <summary>
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/// Registers a network update system to be executed in all network update stages.
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/// </summary>
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/// <param name="updateSystem">The <see cref="INetworkUpdateSystem"/> implementation to register for all network updates</param>
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public static void RegisterAllNetworkUpdates(this INetworkUpdateSystem updateSystem)
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{
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foreach (NetworkUpdateStage updateStage in Enum.GetValues(typeof(NetworkUpdateStage)))
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{
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RegisterNetworkUpdate(updateSystem, updateStage);
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}
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}
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/// <summary>
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/// Registers a network update system to be executed in a specific network update stage.
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/// </summary>
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/// <param name="updateSystem">The <see cref="INetworkUpdateSystem"/> implementation to register for all network updates</param>
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/// <param name="updateStage">The <see cref="NetworkUpdateStage"/> being registered for the <see cref="INetworkUpdateSystem"/> implementation</param>
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public static void RegisterNetworkUpdate(this INetworkUpdateSystem updateSystem, NetworkUpdateStage updateStage = NetworkUpdateStage.Update)
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{
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var sysSet = s_UpdateSystem_Sets[updateStage];
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if (!sysSet.Contains(updateSystem))
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{
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sysSet.Add(updateSystem);
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int setLen = sysSet.Count;
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var sysArr = s_UpdateSystem_Arrays[updateStage];
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int arrLen = sysArr.Length;
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if (setLen > arrLen)
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{
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// double capacity
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sysArr = s_UpdateSystem_Arrays[updateStage] = new INetworkUpdateSystem[arrLen *= 2];
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}
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sysSet.CopyTo(sysArr);
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if (setLen < arrLen)
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{
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// null terminator
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sysArr[setLen] = null;
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}
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}
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}
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/// <summary>
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/// Unregisters a network update system from all network update stages.
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/// </summary>
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/// <param name="updateSystem">The <see cref="INetworkUpdateSystem"/> implementation to deregister from all network updates</param>
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public static void UnregisterAllNetworkUpdates(this INetworkUpdateSystem updateSystem)
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{
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foreach (NetworkUpdateStage updateStage in Enum.GetValues(typeof(NetworkUpdateStage)))
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{
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UnregisterNetworkUpdate(updateSystem, updateStage);
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}
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}
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/// <summary>
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/// Unregisters a network update system from a specific network update stage.
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/// </summary>
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/// <param name="updateSystem">The <see cref="INetworkUpdateSystem"/> implementation to deregister from all network updates</param>
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/// <param name="updateStage">The <see cref="NetworkUpdateStage"/> to be deregistered from the <see cref="INetworkUpdateSystem"/> implementation</param>
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public static void UnregisterNetworkUpdate(this INetworkUpdateSystem updateSystem, NetworkUpdateStage updateStage = NetworkUpdateStage.Update)
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{
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var sysSet = s_UpdateSystem_Sets[updateStage];
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if (sysSet.Contains(updateSystem))
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{
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sysSet.Remove(updateSystem);
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int setLen = sysSet.Count;
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var sysArr = s_UpdateSystem_Arrays[updateStage];
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int arrLen = sysArr.Length;
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sysSet.CopyTo(sysArr);
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if (setLen < arrLen)
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{
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// null terminator
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sysArr[setLen] = null;
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}
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}
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}
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/// <summary>
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/// The current network update stage being executed.
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/// </summary>
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public static NetworkUpdateStage UpdateStage;
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internal static void RunNetworkUpdateStage(NetworkUpdateStage updateStage)
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{
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UpdateStage = updateStage;
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var sysArr = s_UpdateSystem_Arrays[updateStage];
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int arrLen = sysArr.Length;
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for (int curIdx = 0; curIdx < arrLen; curIdx++)
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{
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var curSys = sysArr[curIdx];
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if (curSys == null)
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{
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// null terminator
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break;
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}
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curSys.NetworkUpdate(updateStage);
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}
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}
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internal struct NetworkInitialization
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{
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public static PlayerLoopSystem CreateLoopSystem()
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{
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return new PlayerLoopSystem
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{
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type = typeof(NetworkInitialization),
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updateDelegate = () => RunNetworkUpdateStage(NetworkUpdateStage.Initialization)
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};
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}
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}
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internal struct NetworkEarlyUpdate
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{
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public static PlayerLoopSystem CreateLoopSystem()
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{
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return new PlayerLoopSystem
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{
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type = typeof(NetworkEarlyUpdate),
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updateDelegate = () => RunNetworkUpdateStage(NetworkUpdateStage.EarlyUpdate)
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};
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}
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}
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internal struct NetworkFixedUpdate
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{
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public static PlayerLoopSystem CreateLoopSystem()
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{
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return new PlayerLoopSystem
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{
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type = typeof(NetworkFixedUpdate),
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updateDelegate = () => RunNetworkUpdateStage(NetworkUpdateStage.FixedUpdate)
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};
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}
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}
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internal struct NetworkPreUpdate
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{
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public static PlayerLoopSystem CreateLoopSystem()
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{
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return new PlayerLoopSystem
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{
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type = typeof(NetworkPreUpdate),
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updateDelegate = () => RunNetworkUpdateStage(NetworkUpdateStage.PreUpdate)
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};
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}
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}
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internal struct NetworkUpdate
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{
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public static PlayerLoopSystem CreateLoopSystem()
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{
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return new PlayerLoopSystem
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{
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type = typeof(NetworkUpdate),
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updateDelegate = () => RunNetworkUpdateStage(NetworkUpdateStage.Update)
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};
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}
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}
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internal struct NetworkPreLateUpdate
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{
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public static PlayerLoopSystem CreateLoopSystem()
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{
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return new PlayerLoopSystem
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{
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type = typeof(NetworkPreLateUpdate),
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updateDelegate = () => RunNetworkUpdateStage(NetworkUpdateStage.PreLateUpdate)
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};
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}
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}
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internal struct NetworkPostLateUpdate
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{
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public static PlayerLoopSystem CreateLoopSystem()
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{
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return new PlayerLoopSystem
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{
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type = typeof(NetworkPostLateUpdate),
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updateDelegate = () => RunNetworkUpdateStage(NetworkUpdateStage.PostLateUpdate)
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};
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}
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}
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[RuntimeInitializeOnLoadMethod(RuntimeInitializeLoadType.SubsystemRegistration)]
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private static void Initialize()
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{
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UnregisterLoopSystems();
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RegisterLoopSystems();
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}
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private enum LoopSystemPosition
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{
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After,
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Before
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}
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private static bool TryAddLoopSystem(ref PlayerLoopSystem parentLoopSystem, PlayerLoopSystem childLoopSystem, Type anchorSystemType, LoopSystemPosition loopSystemPosition)
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{
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int systemPosition = -1;
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if (anchorSystemType != null)
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{
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for (int i = 0; i < parentLoopSystem.subSystemList.Length; i++)
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{
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var subsystem = parentLoopSystem.subSystemList[i];
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if (subsystem.type == anchorSystemType)
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{
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systemPosition = loopSystemPosition == LoopSystemPosition.After ? i + 1 : i;
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break;
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}
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}
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}
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else
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{
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systemPosition = loopSystemPosition == LoopSystemPosition.After ? parentLoopSystem.subSystemList.Length : 0;
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}
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if (systemPosition == -1)
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{
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return false;
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}
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var newSubsystemList = new PlayerLoopSystem[parentLoopSystem.subSystemList.Length + 1];
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// begin = systemsBefore + systemsAfter
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// + systemsBefore
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if (systemPosition > 0)
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{
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Array.Copy(parentLoopSystem.subSystemList, newSubsystemList, systemPosition);
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}
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// + childSystem
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newSubsystemList[systemPosition] = childLoopSystem;
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// + systemsAfter
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if (systemPosition < parentLoopSystem.subSystemList.Length)
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{
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Array.Copy(parentLoopSystem.subSystemList, systemPosition, newSubsystemList, systemPosition + 1, parentLoopSystem.subSystemList.Length - systemPosition);
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}
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// end = systemsBefore + childSystem + systemsAfter
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parentLoopSystem.subSystemList = newSubsystemList;
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return true;
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}
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private static bool TryRemoveLoopSystem(ref PlayerLoopSystem parentLoopSystem, Type childSystemType)
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{
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int systemPosition = -1;
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for (int i = 0; i < parentLoopSystem.subSystemList.Length; i++)
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{
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var subsystem = parentLoopSystem.subSystemList[i];
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if (subsystem.type == childSystemType)
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{
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systemPosition = i;
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break;
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}
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}
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if (systemPosition == -1)
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{
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return false;
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}
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var newSubsystemList = new PlayerLoopSystem[parentLoopSystem.subSystemList.Length - 1];
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// begin = systemsBefore + childSystem + systemsAfter
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// + systemsBefore
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if (systemPosition > 0)
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{
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Array.Copy(parentLoopSystem.subSystemList, newSubsystemList, systemPosition);
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}
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// + systemsAfter
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if (systemPosition < parentLoopSystem.subSystemList.Length - 1)
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{
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Array.Copy(parentLoopSystem.subSystemList, systemPosition + 1, newSubsystemList, systemPosition, parentLoopSystem.subSystemList.Length - systemPosition - 1);
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}
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// end = systemsBefore + systemsAfter
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parentLoopSystem.subSystemList = newSubsystemList;
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return true;
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}
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internal static void RegisterLoopSystems()
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{
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var rootPlayerLoop = PlayerLoop.GetCurrentPlayerLoop();
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for (int i = 0; i < rootPlayerLoop.subSystemList.Length; i++)
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{
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ref var currentSystem = ref rootPlayerLoop.subSystemList[i];
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if (currentSystem.type == typeof(Initialization))
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{
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TryAddLoopSystem(ref currentSystem, NetworkInitialization.CreateLoopSystem(), null, LoopSystemPosition.After);
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}
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else if (currentSystem.type == typeof(EarlyUpdate))
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{
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TryAddLoopSystem(ref currentSystem, NetworkEarlyUpdate.CreateLoopSystem(), typeof(EarlyUpdate.ScriptRunDelayedStartupFrame), LoopSystemPosition.Before);
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}
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else if (currentSystem.type == typeof(FixedUpdate))
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{
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TryAddLoopSystem(ref currentSystem, NetworkFixedUpdate.CreateLoopSystem(), typeof(FixedUpdate.ScriptRunBehaviourFixedUpdate), LoopSystemPosition.Before);
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}
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else if (currentSystem.type == typeof(PreUpdate))
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{
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TryAddLoopSystem(ref currentSystem, NetworkPreUpdate.CreateLoopSystem(), typeof(PreUpdate.PhysicsUpdate), LoopSystemPosition.Before);
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}
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else if (currentSystem.type == typeof(Update))
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{
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TryAddLoopSystem(ref currentSystem, NetworkUpdate.CreateLoopSystem(), typeof(Update.ScriptRunBehaviourUpdate), LoopSystemPosition.Before);
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}
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else if (currentSystem.type == typeof(PreLateUpdate))
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{
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TryAddLoopSystem(ref currentSystem, NetworkPreLateUpdate.CreateLoopSystem(), typeof(PreLateUpdate.ScriptRunBehaviourLateUpdate), LoopSystemPosition.Before);
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}
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else if (currentSystem.type == typeof(PostLateUpdate))
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{
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TryAddLoopSystem(ref currentSystem, NetworkPostLateUpdate.CreateLoopSystem(), typeof(PostLateUpdate.PlayerSendFrameComplete), LoopSystemPosition.After);
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}
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}
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PlayerLoop.SetPlayerLoop(rootPlayerLoop);
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}
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internal static void UnregisterLoopSystems()
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{
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var rootPlayerLoop = PlayerLoop.GetCurrentPlayerLoop();
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for (int i = 0; i < rootPlayerLoop.subSystemList.Length; i++)
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{
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ref var currentSystem = ref rootPlayerLoop.subSystemList[i];
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if (currentSystem.type == typeof(Initialization))
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{
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TryRemoveLoopSystem(ref currentSystem, typeof(NetworkInitialization));
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}
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else if (currentSystem.type == typeof(EarlyUpdate))
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{
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TryRemoveLoopSystem(ref currentSystem, typeof(NetworkEarlyUpdate));
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}
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else if (currentSystem.type == typeof(FixedUpdate))
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{
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TryRemoveLoopSystem(ref currentSystem, typeof(NetworkFixedUpdate));
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}
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else if (currentSystem.type == typeof(PreUpdate))
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{
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TryRemoveLoopSystem(ref currentSystem, typeof(NetworkPreUpdate));
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}
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else if (currentSystem.type == typeof(Update))
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{
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TryRemoveLoopSystem(ref currentSystem, typeof(NetworkUpdate));
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}
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else if (currentSystem.type == typeof(PreLateUpdate))
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{
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TryRemoveLoopSystem(ref currentSystem, typeof(NetworkPreLateUpdate));
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}
|
|
else if (currentSystem.type == typeof(PostLateUpdate))
|
|
{
|
|
TryRemoveLoopSystem(ref currentSystem, typeof(NetworkPostLateUpdate));
|
|
}
|
|
}
|
|
|
|
PlayerLoop.SetPlayerLoop(rootPlayerLoop);
|
|
}
|
|
}
|
|
}
|