The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html). Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com). ## [2.0.0-pre.1] - 2024-06-17 ### Added - Added event `NetworkManager.OnSessionOwnerPromoted` that is invoked when a new session owner promotion occurs. (#2948) - Added `NetworkRigidBodyBase.GetLinearVelocity` and `NetworkRigidBodyBase.SetLinearVelocity` convenience/helper methods. (#2948) - Added `NetworkRigidBodyBase.GetAngularVelocity` and `NetworkRigidBodyBase.SetAngularVelocity` convenience/helper methods. (#2948) ### Fixed - Fixed issue when `NetworkTransform` half float precision is enabled and ownership changes the current base position was not being synchronized. (#2948) - Fixed issue where `OnClientConnected` not being invoked on the session owner when connecting to a new distributed authority session. (#2948) - Fixed issue where Rigidbody micro-motion (i.e. relatively small velocities) would result in non-authority instances slightly stuttering as the body would come to a rest (i.e. no motion). Now, the threshold value can increase at higher velocities and can decrease slightly below the provided threshold to account for this. (#2948) ### Changed - Changed the client's owned objects is now returned (`NetworkClient` and `NetworkSpawnManager`) as an array as opposed to a list for performance purposes. (#2948) - Changed `NetworkTransfrom.TryCommitTransformToServer` to be internal as it will be removed by the final 2.0.0 release. (#2948) - Changed `NetworkTransformEditor.OnEnable` to a virtual method to be able to customize a `NetworkTransform` derived class by creating a derived editor control from `NetworkTransformEditor`. (#2948)
27 lines
1.2 KiB
C#
27 lines
1.2 KiB
C#
using Unity.Collections;
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namespace Unity.Netcode
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{
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/// <summary>
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/// Interface used by NetworkVariables to serialize them
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/// </summary>
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///
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/// <typeparam name="T"></typeparam>
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internal interface INetworkVariableSerializer<T>
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{
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// Write has to be taken by ref here because of INetworkSerializable
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// Open Instance Delegates (pointers to methods without an instance attached to them)
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// require the first parameter passed to them (the instance) to be passed by ref.
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// So foo.Bar() becomes BarDelegate(ref foo);
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// Taking T as an in parameter like we do in other places would require making a copy
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// of it to pass it as a ref parameter.,
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public void Write(FastBufferWriter writer, ref T value);
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public void Read(FastBufferReader reader, ref T value);
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public void WriteDelta(FastBufferWriter writer, ref T value, ref T previousValue);
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public void ReadDelta(FastBufferReader reader, ref T value);
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internal void ReadWithAllocator(FastBufferReader reader, out T value, Allocator allocator);
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public void Duplicate(in T value, ref T duplicatedValue);
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}
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}
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