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)
31 lines
4.5 KiB
JSON
31 lines
4.5 KiB
JSON
{
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"name": "com.unity.netcode.gameobjects",
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"displayName": "Netcode for GameObjects",
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"description": "Netcode for GameObjects is a high-level netcode SDK that provides networking capabilities to GameObject/MonoBehaviour workflows within Unity and sits on top of underlying transport layer.",
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"version": "2.0.0",
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"unity": "6000.0",
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"dependencies": {
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"com.unity.nuget.mono-cecil": "1.11.4",
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"com.unity.transport": "2.3.0"
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},
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"_upm": {
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"changelog": "### Added\n\n- Added tooltips for all of the `NetworkObject` component's properties. (#3052)\n- Added message size validation to named and unnamed message sending functions for better error messages. (#3049)\n- 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)\n- 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)\n- 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)\n- Added `NetworkObject.AllowOwnerToParent` property to provide the ability to allow clients to parent owned objects when running in a client-server network topology. (#3013)\n- 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)\n- Added `NetcodeEditorBase` editor helper class to provide easier modification and extension of the SDK's components. (#3013)\n\n### Fixed\n\n- Fixed issue where `NetworkAnimator` would send updates to non-observer clients. (#3057)\n- Fixed issue where an exception could occur when receiving a universal RPC for a `NetworkObject` that has been despawned. (#3052)\n- 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)\n- Fixed issue where clients could have a wrong time delta on `NetworkVariableBase` which could prevent from sending delta state updates. (#3045)\n- 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)\n- 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)\n- Fixed issue where the `NetworkManagerHelper` was continuing to check for hierarchy changes when in play mode. (#3026)\n- Fixed issue with newly/late joined clients and `NetworkTransform` synchronization of parented `NetworkObject` instances. (#3013)\n- Fixed issue with smooth transitions between transform spaces when interpolation is enabled (requires `NetworkTransform.SwitchTransformSpaceWhenParented` to be enabled). (#3013)\n\n### Changed\n\n- 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)\n- Changed `NetworkAnimator.Awake` is now a protected virtual method. (#3052)\n- Changed when invoking `NetworkManager.ConnectionManager.DisconnectClient` during a distributed authority session a more appropriate message is logged. (#3052)\n- Changed `NetworkTransformEditor` so it now derives from `NetcodeEditorBase`. (#3013)\n- Changed `NetworkRigidbodyBaseEditor` so it now derives from `NetcodeEditorBase`. (#3013)\n- Changed `NetworkManagerEditor` so it now derives from `NetcodeEditorBase`. (#3013)"
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},
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"upmCi": {
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"footprint": "f1ef7566b7a89b1ee9c34cc13400735ae63964d4"
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},
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"documentationUrl": "https://docs.unity3d.com/Packages/com.unity.netcode.gameobjects@2.0/manual/index.html",
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"repository": {
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"url": "https://github.com/Unity-Technologies/com.unity.netcode.gameobjects.git",
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"type": "git",
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"revision": "8a7ae9f91a53bdcabe5e7df783dd1884c07bcd6f"
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},
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"samples": [
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{
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"displayName": "Bootstrap",
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"description": "A lightweight sample to get started",
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"path": "Samples~/Bootstrap"
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}
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]
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}
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