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.8] - 2022-04-27 ### Changed - `unmanaged` structs are no longer universally accepted as RPC parameters because some structs (i.e., structs with pointers in them, such as `NativeList<T>`) can't be supported by the default memcpy struct serializer. Structs that are intended to be serialized across the network must add `INetworkSerializeByMemcpy` to the interface list (i.e., `struct Foo : INetworkSerializeByMemcpy`). This interface is empty and just serves to mark the struct as compatible with memcpy serialization. For external structs you can't edit, you can pass them to RPCs by wrapping them in `ForceNetworkSerializeByMemcpy<T>`. (#1901) ### Removed - Removed `SIPTransport` (#1870) - Removed `ClientNetworkTransform` from the package samples and moved to Boss Room's Utilities package which can be found [here](https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop/blob/main/Packages/com.unity.multiplayer.samples.coop/Utilities/Net/ClientAuthority/ClientNetworkTransform.cs). ### Fixed - Fixed `NetworkTransform` generating false positive rotation delta checks when rolling over between 0 and 360 degrees. (#1890) - Fixed client throwing an exception if it has messages in the outbound queue when processing the `NetworkEvent.Disconnect` event and is using UTP. (#1884) - Fixed issue during client synchronization if 'ValidateSceneBeforeLoading' returned false it would halt the client synchronization process resulting in a client that was approved but not synchronized or fully connected with the server. (#1883) - Fixed an issue where UNetTransport.StartServer would return success even if the underlying transport failed to start (#854) - Passing generic types to RPCs no longer causes a native crash (#1901) - Fixed an issue where calling `Shutdown` on a `NetworkManager` that was already shut down would cause an immediate shutdown the next time it was started (basically the fix makes `Shutdown` idempotent). (#1877)
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About Netcode for GameObjects
Netcode for GameObjects is a Unity package that provides networking capabilities to GameObject & MonoBehaviour workflows.
Guides
See guides below to install Unity Netcode for GameObjects, set up your project, and get started with your first networked game:
Technical details
Requirements
Netcode for GameObjects targets the following Unity versions:
- Unity 2020.3, 2021.1, 2021.2 and 2021.3
On the following runtime platforms:
- Windows, MacOS, and Linux
- iOS and Android
- Most closed platforms, such as consoles. Contact us for more information about specific closed platforms.
Document revision history
| Date | Reason |
|---|---|
| March 10, 2021 | Document created. Matches package version 0.1.0 |
| June 1, 2021 | Update and add links for additional content. Matches patch version 0.1.0 and hotfixes. |
| June 3, 2021 | Update document to acknowledge Unity min version change. Matches package version 0.2.0 |
| August 5, 2021 | Update product/package name |
| September 9,2021 | Updated the links and name of the file. |
| April 20, 2022 | Updated links |