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). ## [1.0.0-pre.4] - 2021-01-04 ### Added - Added `com.unity.modules.physics` and `com.unity.modules.physics2d` package dependencies (#1565) ### Removed - Removed `com.unity.modules.ai` package dependency (#1565) - Removed `FixedQueue`, `StreamExtensions`, `TypeExtensions` (#1398) ### Fixed - Fixed in-scene NetworkObjects that are moved into the DDOL scene not getting restored to their original active state (enabled/disabled) after a full scene transition (#1354) - Fixed invalid IL code being generated when using `this` instead of `this ref` for the FastBufferReader/FastBufferWriter parameter of an extension method. (#1393) - Fixed an issue where if you are running as a server (not host) the LoadEventCompleted and UnloadEventCompleted events would fire early by the NetworkSceneManager (#1379) - Fixed a runtime error when sending an array of an INetworkSerializable type that's implemented as a struct (#1402) - NetworkConfig will no longer throw an OverflowException in GetConfig() when ForceSamePrefabs is enabled and the number of prefabs causes the config blob size to exceed 1300 bytes. (#1385) - Fixed NetworkVariable not calling NetworkSerialize on INetworkSerializable types (#1383) - Fixed NullReferenceException on ImportReferences call in NetworkBehaviourILPP (#1434) - Fixed NetworkObjects not being despawned before they are destroyed during shutdown for client, host, and server instances. (#1390) - Fixed KeyNotFound exception when removing ownership of a newly spawned NetworkObject that is already owned by the server. (#1500) - Fixed NetworkManager.LocalClient not being set when starting as a host. (#1511) - Fixed a few memory leak cases when shutting down NetworkManager during Incoming Message Queue processing. (#1323) ### Changed - The SDK no longer limits message size to 64k. (The transport may still impose its own limits, but the SDK no longer does.) (#1384) - Updated com.unity.collections to 1.1.0 (#1451)
81 lines
2.8 KiB
C#
81 lines
2.8 KiB
C#
using UnityEngine;
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namespace Unity.Netcode.Components
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{
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/// <summary>
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/// NetworkRigidbody allows for the use of <see cref="Rigidbody2D"/> on network objects. By controlling the kinematic
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/// mode of the rigidbody and disabling it on all peers but the authoritative one.
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/// </summary>
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[RequireComponent(typeof(Rigidbody2D))]
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[RequireComponent(typeof(NetworkTransform))]
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public class NetworkRigidbody2D : NetworkBehaviour
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{
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private Rigidbody2D m_Rigidbody;
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private NetworkTransform m_NetworkTransform;
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private bool m_OriginalKinematic;
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private RigidbodyInterpolation2D m_OriginalInterpolation;
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// Used to cache the authority state of this rigidbody during the last frame
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private bool m_IsAuthority;
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/// <summary>
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/// Gets a bool value indicating whether this <see cref="NetworkRigidbody2D"/> on this peer currently holds authority.
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/// </summary>
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private bool HasAuthority => m_NetworkTransform.CanCommitToTransform;
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private void Awake()
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{
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m_Rigidbody = GetComponent<Rigidbody2D>();
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m_NetworkTransform = GetComponent<NetworkTransform>();
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}
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private void FixedUpdate()
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{
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if (IsSpawned)
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{
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if (HasAuthority != m_IsAuthority)
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{
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m_IsAuthority = HasAuthority;
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UpdateRigidbodyKinematicMode();
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}
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}
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}
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// Puts the rigidbody in a kinematic non-interpolated mode on everyone but the server.
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private void UpdateRigidbodyKinematicMode()
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{
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if (m_IsAuthority == false)
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{
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m_OriginalKinematic = m_Rigidbody.isKinematic;
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m_Rigidbody.isKinematic = true;
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m_OriginalInterpolation = m_Rigidbody.interpolation;
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// Set interpolation to none, the NetworkTransform component interpolates the position of the object.
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m_Rigidbody.interpolation = RigidbodyInterpolation2D.None;
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}
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else
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{
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// Resets the rigidbody back to it's non replication only state. Happens on shutdown and when authority is lost
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m_Rigidbody.isKinematic = m_OriginalKinematic;
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m_Rigidbody.interpolation = m_OriginalInterpolation;
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}
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}
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/// <inheritdoc />
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public override void OnNetworkSpawn()
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{
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m_IsAuthority = HasAuthority;
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m_OriginalKinematic = m_Rigidbody.isKinematic;
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m_OriginalInterpolation = m_Rigidbody.interpolation;
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UpdateRigidbodyKinematicMode();
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}
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/// <inheritdoc />
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public override void OnNetworkDespawn()
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{
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UpdateRigidbodyKinematicMode();
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}
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}
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}
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