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] - 2024-09-12 ### Added - Added tooltips for all of the `NetworkObject` component's properties. (#3052) - Added message size validation to named and unnamed message sending functions for better error messages. (#3049) - Added "Check for NetworkObject Component" property to the Multiplayer->Netcode for GameObjects project settings. When disabled, this will bypass the in-editor `NetworkObject` check on `NetworkBehaviour` components. (#3031) - Added `NetworkTransform.SwitchTransformSpaceWhenParented` property that, when enabled, will handle the world to local, local to world, and local to local transform space transitions when interpolation is enabled. (#3013) - Added `NetworkTransform.TickSyncChildren` that, when enabled, will tick synchronize nested and/or child `NetworkTransform` components to eliminate any potential visual jittering that could occur if the `NetworkTransform` instances get into a state where their state updates are landing on different network ticks. (#3013) - Added `NetworkObject.AllowOwnerToParent` property to provide the ability to allow clients to parent owned objects when running in a client-server network topology. (#3013) - Added `NetworkObject.SyncOwnerTransformWhenParented` property to provide a way to disable applying the server's transform information in the parenting message on the client owner instance which can be useful for owner authoritative motion models. (#3013) - Added `NetcodeEditorBase` editor helper class to provide easier modification and extension of the SDK's components. (#3013) ### Fixed - Fixed issue where `NetworkAnimator` would send updates to non-observer clients. (#3057) - Fixed issue where an exception could occur when receiving a universal RPC for a `NetworkObject` that has been despawned. (#3052) - Fixed issue where a NetworkObject hidden from a client that is then promoted to be session owner was not being synchronized with newly joining clients.(#3051) - Fixed issue where clients could have a wrong time delta on `NetworkVariableBase` which could prevent from sending delta state updates. (#3045) - Fixed issue where setting a prefab hash value during connection approval but not having a player prefab assigned could cause an exception when spawning a player. (#3042) - Fixed issue where the `NetworkSpawnManager.HandleNetworkObjectShow` could throw an exception if one of the `NetworkObject` components to show was destroyed during the same frame. (#3030) - Fixed issue where the `NetworkManagerHelper` was continuing to check for hierarchy changes when in play mode. (#3026) - Fixed issue with newly/late joined clients and `NetworkTransform` synchronization of parented `NetworkObject` instances. (#3013) - Fixed issue with smooth transitions between transform spaces when interpolation is enabled (requires `NetworkTransform.SwitchTransformSpaceWhenParented` to be enabled). (#3013) ### Changed - Changed `NetworkTransformEditor` now uses `NetworkTransform` as the base type class to assure it doesn't display a foldout group when using the base `NetworkTransform` component class. (#3052) - Changed `NetworkAnimator.Awake` is now a protected virtual method. (#3052) - Changed when invoking `NetworkManager.ConnectionManager.DisconnectClient` during a distributed authority session a more appropriate message is logged. (#3052) - Changed `NetworkTransformEditor` so it now derives from `NetcodeEditorBase`. (#3013) - Changed `NetworkRigidbodyBaseEditor` so it now derives from `NetcodeEditorBase`. (#3013) - Changed `NetworkManagerEditor` so it now derives from `NetcodeEditorBase`. (#3013)
63 lines
2.6 KiB
C#
63 lines
2.6 KiB
C#
using System;
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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 base Netcode Editor helper class to display derived <see cref="MonoBehaviour"/> based components <br />
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/// where each child generation's properties will be displayed within a FoldoutHeaderGroup.
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/// </summary>
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[CanEditMultipleObjects]
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public partial class NetcodeEditorBase<TT> : UnityEditor.Editor where TT : MonoBehaviour
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{
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/// <inheritdoc/>
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public virtual void OnEnable()
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{
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}
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/// <summary>
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/// Helper method to draw the properties of the specified child type <typeparamref name="T"/> component within a FoldoutHeaderGroup.
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/// </summary>
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/// <typeparam name="T">The specific child type that should have its properties drawn.</typeparam>
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/// <param name="type">The component type of the <see cref="UnityEditor.Editor.target"/>.</param>
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/// <param name="displayProperties">The <see cref="Action"/> to invoke that will draw the type <typeparamref name="T"/> properties.</param>
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/// <param name="expanded">The <typeparamref name="T"/> current expanded property value</param>
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/// <param name="setExpandedProperty">The <see cref="Action{bool}"/> invoked to apply the updated <paramref name="expanded"/> value.</param>
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protected void DrawFoldOutGroup<T>(Type type, Action displayProperties, bool expanded, Action<bool> setExpandedProperty)
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{
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var baseClass = target as TT;
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EditorGUI.BeginChangeCheck();
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serializedObject.Update();
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var currentClass = typeof(T);
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if (type.IsSubclassOf(currentClass) || (!type.IsSubclassOf(currentClass) && currentClass.IsSubclassOf(typeof(TT))))
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{
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var expandedValue = EditorGUILayout.BeginFoldoutHeaderGroup(expanded, $"{currentClass.Name} Properties");
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if (expandedValue)
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{
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EditorGUILayout.EndFoldoutHeaderGroup();
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displayProperties.Invoke();
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}
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else
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{
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EditorGUILayout.EndFoldoutHeaderGroup();
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}
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EditorGUILayout.Space();
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setExpandedProperty.Invoke(expandedValue);
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}
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else
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{
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displayProperties.Invoke();
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}
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serializedObject.ApplyModifiedProperties();
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EditorGUI.EndChangeCheck();
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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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serializedObject.ApplyModifiedProperties();
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}
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}
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}
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