Releases: Unity-Technologies/com.unity.netcode.gameobjects
Releases · Unity-Technologies/com.unity.netcode.gameobjects
1.11.0
[1.11.0] - 2024-08-20
Added
- Added
NetworkVariable.CheckDirtyStatethat is to be used in tandem with collections in order to detect whether the collection or an item within the collection has changed. (#3005)
Fixed
- Fixed issue by adding null checks in
NetworkVariableBase.CanClientReadandNetworkVariableBase.CanClientWritemethods to ensure safe access toNetworkBehaviour. (#3011) - Fixed issue using collections within
NetworkVariablewhere the collection would not detect changes to items or nested items. (#3005) - Fixed issue where
List,Dictionary, andHashSetcollections would not uniquely duplicate nested collections. (#3005) - Fixed Issue where a state with dual triggers, inbound and outbound, could cause a false layer to layer state transition message to be sent to non-authority
NetworkAnimatorinstances and cause a warning message to be logged. (#2999) - Fixed issue where
FixedStringSerializer<T>was usingNetworkVariableSerialization<byte>.AreEqualto determine if two bytes were equal causes an exception to be thrown due to no byte serializer having been defined. (#2992)
Changed
- Changed permissions exception thrown in
NetworkListto exiting early with a logged error that is now a unified permissions message withinNetworkVariableBase. (#3005) - Changed permissions exception thrown in
NetworkVariable.Valueto exiting early with a logged error that is now a unified permissions message withinNetworkVariableBase. (#3005)
1.10.0
[1.10.0] - 2024-07-22
Added
- Added
NetworkBehaviour.OnNetworkPreSpawnandNetworkBehaviour.OnNetworkPostSpawnmethods that provide the ability to handle pre and post spawning actions during theNetworkObjectspawn sequence. (#2906) - Added a client-side only
NetworkBehaviour.OnNetworkSessionSynchronizedconvenience method that is invoked on allNetworkBehaviours after a newly joined client has finished synchronizing with the network session in progress. (#2906) - Added
NetworkBehaviour.OnInSceneObjectsSpawnedconvenience method that is invoked when all in-sceneNetworkObjects have been spawned after a scene has been loaded or upon a host or server starting. (#2906)
Fixed
- Fixed issue where the realtime network stats monitor was not able to display RPC traffic in release builds due to those stats being only available in development builds or the editor. (#2980)
- Fixed issue where
NetworkManager.ScenesLoadedwas not being updated ifPostSynchronizationSceneUnloadingwas set and any loaded scenes not used during synchronization were unloaded.(#2977) - Fixed issue where internal delta serialization could not have a byte serializer defined when serializing deltas for other types. Added
[GenerateSerializationForType(typeof(byte))]to both theNetworkVariableandAnticipatedNetworkVariableclasses to assure a byte serializer is defined. (#2953) - Fixed issue with the client count not being correct on the host or server side when a client disconnects itself from a session. (#2941)
- Fixed issue with the host trying to send itself a message that it has connected when first starting up. (#2941)
- Fixed issue where in-scene placed NetworkObjects could be destroyed if a client disconnects early and/or before approval. (#2923)
- Fixed issue where
NetworkDeltaPositionwould "jitter" periodically if both unreliable delta state updates and half-floats were used together. (#2922) - Fixed issue where
NetworkRigidbody2Dwould not properly change body type based on the instance's authority when spawned. (#2916) - Fixed issue where a
NetworkObjectcomponent's associatedNetworkBehaviourcomponents would not be detected if scene loading is disabled in the editor and the currently loaded scene has in-scene placedNetworkObjects. (#2906) - Fixed issue where an in-scene placed
NetworkObjectwithNetworkTransformthat is also parented under aGameObjectwould not properly synchronize when the parentGameObjecthad a world space position other than 0,0,0. (#2895)
1.9.1
[1.9.1] - 2024-04-18
Added
- Added AnticipatedNetworkVariable, which adds support for client anticipation of NetworkVariable values, allowing for more responsive gameplay (#2820)
- Added AnticipatedNetworkTransform, which adds support for client anticipation of NetworkTransforms (#2820)
- Added NetworkVariableBase.ExceedsDirtinessThreshold to allow network variables to throttle updates by only sending updates when the difference between the current and previous values exceeds a threshold. (This is exposed in NetworkVariable with the callback NetworkVariable.CheckExceedsDirtinessThreshold) (#2820)
- Added NetworkVariableUpdateTraits, which add additional throttling support: MinSecondsBetweenUpdates will prevent the NetworkVariable from sending updates more often than the specified time period (even if it exceeds the dirtiness threshold), while MaxSecondsBetweenUpdates will force a dirty NetworkVariable to send an update after the specified time period even if it has not yet exceeded the dirtiness threshold. (#2820)
- Added virtual method NetworkVariableBase.OnInitialize() which can be used by NetworkVariable subclasses to add initialization code (#2820)
- Added virtual method NetworkVariableBase.Update(), which is called once per frame to support behaviors such as interpolation between an anticipated value and an authoritative one. (#2820)
- Added NetworkTime.TickWithPartial, which represents the current tick as a double that includes the fractional/partial tick value. (#2820)
NetworkVariablenow includes built-in support forNativeHashSet,NativeHashMap,List,HashSet, andDictionary(#2813)NetworkVariablenow includes delta compression for collection values (NativeList,NativeArray,NativeHashSet,NativeHashMap,List,HashSet,Dictionary, andFixedStringtypes) to save bandwidth by only sending the values that changed. (Note: ForNativeList,NativeArray, andList, this algorithm works differently than that used inNetworkList. This algorithm will use less bandwidth for "set" and "add" operations, butNetworkListis more bandwidth-efficient if you are performing frequent "insert" operations.) (#2813)UserNetworkVariableSerializationnow has optional callbacks forWriteDeltaandReadDelta. If both are provided, they will be used for all serialization operations on NetworkVariables of that type except for the first one for each client. If either is missing, the existingWriteandReadwill always be used. (#2813)- Network variables wrapping
INetworkSerializabletypes can perform delta serialization by settingUserNetworkVariableSerialization<T>.WriteDeltaandUserNetworkVariableSerialization<T>.ReadDeltafor those types. The built-inINetworkSerializableserializer will continue to be used for all other serialization operations, but if those callbacks are set, it will call into them on all but the initial serialization to perform delta serialization. (This could be useful if you have a large struct where most values do not change regularly and you want to send only the fields that did change.) (#2813)
Fixed
- Fixed issue where NetworkTransformEditor would throw and exception if you excluded the physics package. (#2871)
- Fixed issue where
NetworkTransformcould not properly synchronize its base position when using half float precision. (#2845) - Fixed issue where the host was not invoking
OnClientDisconnectCallbackfor its own local client when internally shutting down. (#2822) - Fixed issue where NetworkTransform could potentially attempt to "unregister" a named message prior to it being registered. (#2807)
- Fixed issue where in-scene placed
NetworkObjects with complex nested childrenNetworkObjects (more than one child in depth) would not synchronize properly if WorldPositionStays was set to true. (#2796)
Changed
- Changed
NetworkObjectReferenceandNetworkBehaviourReferenceto allow null references when constructing and serializing. (#2874) - Changed
NetworkAnimatorno longer requires theAnimatorcomponent to exist on the sameGameObject. (#2872) - Changed
NetworkTransformto now useNetworkTransformMessageas opposed to named messages for NetworkTransformState updates. (#2810) - Changed
CustomMessageManagerso it no longer attempts to register or "unregister" a null or empty string and will log an error if this condition occurs. (#2807)
1.8.1
1.8.0
Added
- Added a new RPC attribute, which is simply
Rpc. (#2762)- This is a generic attribute that can perform the functions of both Server and Client RPCs, as well as enabling client-to-client RPCs. Includes several default targets:
Server,NotServer,Owner,NotOwner,Me,NotMe,ClientsAndHost, andEveryone. Runtime overrides are available for any of these targets, as well as for sending to a specific ID or groups of IDs. - This attribute also includes the ability to defer RPCs that are sent to the local process to the start of the next frame instead of executing them immediately, treating them as if they had gone across the network. The default behavior is to execute immediately.
- This attribute effectively replaces
ServerRpcandClientRpc.ServerRpcandClientRpcremain in their existing forms for backward compatibility, butRpcwill be the recommended and most supported option.
- This is a generic attribute that can perform the functions of both Server and Client RPCs, as well as enabling client-to-client RPCs. Includes several default targets:
- Added
NetworkManager.OnConnectionEventas a unified connection event callback to notify clients and servers of all client connections and disconnections within the session (#2762) - Added
NetworkManager.ServerIsHostandNetworkBehaviour.ServerIsHostto allow a client to tell if it is connected to a host or to a dedicated server (#2762) - Added
SceneEventProgress.SceneManagementNotEnabledreturn status to be returned when aNetworkSceneManagermethod is invoked and scene management is not enabled. (#2735) - Added
SceneEventProgress.ServerOnlyActionreturn status to be returned when aNetworkSceneManagermethod is invoked by a client. (#2735) - Added
NetworkObject.InstantiateAndSpawnandNetworkSpawnManager.InstantiateAndSpawnmethods to simplify prefab spawning by assuring that the prefab is valid and applies any override prior to instantiating theGameObjectand spawning theNetworkObjectinstance. (#2710)
Fixed
- Fixed issue where a client disconnected by a server-host would not receive a local notification. (#2789)
- Fixed issue where a server-host could shutdown during a relay connection but periodically the transport disconnect message sent to any connected clients could be dropped. (#2789)
- Fixed issue where a host could disconnect its local client but remain running as a server. (#2789)
- Fixed issue where
OnClientDisconnectedCallbackwas not being invoked under certain conditions. (#2789) - Fixed issue where
OnClientDisconnectedCallbackwas always returning 0 as the client identifier. (#2789) - Fixed issue where if a host or server shutdown while a client owned NetworkObjects (other than the player) it would throw an exception. (#2789)
- Fixed issue where setting values on a
NetworkVariableorNetworkListwithinOnNetworkDespawnduring a shutdown sequence would throw an exception. (#2789) - Fixed issue where a teleport state could potentially be overridden by a previous unreliable delta state. (#2777)
- Fixed issue where
NetworkTransformwas using theNetworkManager.ServerTime.Tickas opposed toNetworkManager.NetworkTickSystem.ServerTime.Tickduring the authoritative side's tick update where it performed a delta state check. (#2777) - Fixed issue where a parented in-scene placed NetworkObject would be destroyed upon a client or server exiting a network session but not unloading the original scene in which the NetworkObject was placed. (#2737)
- Fixed issue where during client synchronization and scene loading, when client synchronization or the scene loading mode are set to
LoadSceneMode.Single, aCreateObjectMessagecould be received, processed, and the resultant spawnedNetworkObjectcould be instantiated in the client's currently active scene that could, towards the end of the client synchronization or loading process, be unloaded and cause the newly createdNetworkObjectto be destroyed (and throw and exception). (#2735) - Fixed issue where a
NetworkTransforminstance with interpolation enabled would result in wide visual motion gaps (stuttering) under above normal latency conditions and a 1-5% or higher packet are drop rate. (#2713) - Fixed issue where you could not have multiple source network prefab overrides targeting the same network prefab as their override. (#2710)
Changed
- Changed the server or host shutdown so it will now perform a "soft shutdown" when
NetworkManager.Shutdownis invoked. This will send a disconnect notification to all connected clients and the server-host will wait for all connected clients to disconnect or timeout after a 5 second period before completing the shutdown process. (#2789) - Changed
OnClientDisconnectedCallbackwill now return the assigned client identifier on the local client side if the client was approved and assigned one prior to being disconnected. (#2789) - Changed
NetworkTransform.SetState(and related methods) now are cumulative during a fractional tick period and sent on the next pending tick. (#2777) NetworkManager.ConnectedClientsIdsis now accessible on the client side and will contain the list of all clients in the session, including the host client if the server is operating in host mode (#2762)- Changed
NetworkSceneManagerto return aSceneEventProgressstatus and not throw exceptions for methods invoked when scene management is disabled and when a client attempts to access aNetworkSceneManagermethod by a client. (#2735) - Changed
NetworkTransformauthoritative instance tick registration so a singleNetworkTransformspecific tick event update will update all authoritative instances to improve perofmance. (#2713) - Changed
NetworkPrefabs.OverrideToNetworkPrefabdictionary is no longer used/populated due to it ending up being related to a regression bug and not allowing more than one override to be assigned to a network prefab asset. (#2710) - Changed in-scene placed
NetworkObjects now store their source network prefab asset'sGlobalObjectIdHashinternally that is used, when scene management is disabled, by clients to spawn the correct prefab even if theNetworkPrefabentry has an override. This does not impact dynamically spawning the same prefab which will yield the override on both host and client. (#2710) - Changed in-scene placed
NetworkObjects no longer require aNetworkPrefabentry withGlobalObjectIdHashoverride in order for clients to properly synchronize. (#2710) - Changed in-scene placed
NetworkObjects now set theirIsSceneObjectvalue when generating theirGlobalObjectIdHashvalue. (#2710) - Changed the default
NetworkConfig.SpawnTimeoutvalue from 1.0s to 10.0s. (#2710)
1.7.1
[1.7.1] - 2023-11-24
Fixed
- Fixed a bug where having a class with Rpcs that inherits from a class without Rpcs that inherits from NetworkVariable would cause a compile error. (#2751)
- Fixed issue where NetworkBehaviour.Synchronize was not truncating the write buffer if nothing was serialized during NetworkBehaviour.OnSynchronize causing an additional 6 bytes to be written per NetworkBehaviour component instance. (#2749)
1.7.0
[1.7.0] - 2023-10-11
Added
- exposed NetworkObject.GetNetworkBehaviourAtOrderIndex as a public API (#2724)
- Added context menu tool that provides users with the ability to quickly update the GlobalObjectIdHash value for all in-scene placed prefab instances that were created prior to adding a NetworkObject component to it. (#2707)
- Added methods NetworkManager.SetPeerMTU and NetworkManager.GetPeerMTU to be able to set MTU sizes per-peer (#2676)
- Added
GenerateSerializationForGenericParameterAttribute, which can be applied to user-created Network Variable types to ensure the codegen generates serialization for the generic types they wrap. (#2694) - Added
GenerateSerializationForTypeAttribute, which can be applied to any class or method to ensure the codegen generates serialization for the specific provided type. (#2694) - Exposed
NetworkVariableSerialization<T>.Read,NetworkVariableSerialization<T>.Write,NetworkVariableSerialization<T>.AreEqual, andNetworkVariableSerialization<T>.Duplicateto further support the creation of user-created network variables by allowing users to access the generated serialization methods and serialize generic types efficiently without boxing. (#2694) - Added
NetworkVariableBase.MarkNetworkBehaviourDirtyso that user-created network variable types can mark their containingNetworkBehaviourto be processed by the update loop. (#2694)
Fixed
- Fixed issue where the server side
NetworkSceneManagerinstance was not adding the currently active scene to its list of scenes loaded. (#2723) - Generic NetworkBehaviour types no longer result in compile errors or runtime errors (#2720)
- Rpcs within Generic NetworkBehaviour types can now serialize parameters of the class's generic types (but may not have generic types of their own) (#2720)
- Errors are no longer thrown when entering play mode with domain reload disabled (#2720)
- NetworkSpawn is now correctly called each time when entering play mode with scene reload disabled (#2720)
- NetworkVariables of non-integer types will no longer break the inspector (#2714)
- NetworkVariables with NonSerializedAttribute will not appear in the inspector (#2714)
- Fixed issue where
UnityTransportwould attempt to establish WebSocket connections even if using UDP/DTLS Relay allocations when the build target was WebGL. This only applied to working in the editor since UDP/DTLS can't work in the browser. (#2695) - Fixed issue where a
NetworkBehaviourcomponent'sOnNetworkDespawnwas not being invoked on the host-server side for an in-scene placedNetworkObjectwhen a scene was unloaded (during a scene transition) and theNetworkBehaviourcomponent was positioned/ordered before theNetworkObjectcomponent. (#2685) - Fixed issue where
SpawnWithObserverswas not being honored whenNetworkConfig.EnableSceneManagementwas disabled. (#2682) - Fixed issue where
NetworkAnimatorwas not internally tracking changes to layer weights which prevented proper layer weight synchronization back to the original layer weight value. (#2674) - Fixed "writing past the end of the buffer" error when calling ResetDirty() on managed network variables that are larger than 256 bytes when serialized. (#2670)
- Fixed issue where generation of the
DefaultNetworkPrefabsasset was not enabled by default. (#2662) - Fixed issue where the
GlobalObjectIdHashvalue could be updated but the asset not marked as dirty. (#2662) - Fixed issue where the
GlobalObjectIdHashvalue of a (network) prefab asset could be assigned an incorrect value when editing the prefab in a temporary scene. (#2662) - Fixed issue where the
GlobalObjectIdHashvalue generated after creating a (network) prefab from an object constructed within the scene would not be the correct final value in a stand alone build. (#2662)
Changed
- Updated dependency on
com.unity.transportto version 1.4.0. (#2716)
1.6.0
[1.6.0] - 2023-08-29
Added
- Added a protected virtual method NetworkTransform.OnInitialize(ref NetworkTransformState replicatedState) that just returns the replicated state reference.
Fixed
- Fixed issue where invoking NetworkManager.Shutdown within NetworkManager.OnClientStopped or NetworkManager.OnServerStopped would force NetworkManager.ShutdownInProgress to remain true after completing the shutdown process. (#2661)
- Issue where ARMv7 Android builds would crash when trying to validate the batch header. (#2654)
- Fixed issue with client synchronization of position when using half precision and the delta position reaches the maximum value and is collapsed on the host prior to being forwarded to the non-owner clients. (#2636)
- Fixed issue with scale not synchronizing properly depending upon the spawn order of NetworkObjects. (#2636)
- Fixed issue position was not properly transitioning between ownership changes with an owner authoritative NetworkTransform. (#2636)
- Fixed issue where a late joining non-owner client could update an owner authoritative NetworkTransform if ownership changed without any updates to position prior to the non-owner client joining. (#2636)
1.5.2
[1.5.2] - 2023-07-24
Fixed
- Fixed issue where
NetworkClient.OwnedObjectswas not returning any owned objects due to theNetworkClient.IsConnectednot being properly set. (#2631) - Fixed a crash when calling TrySetParent with a null Transform (#2625)
- Fixed issue where a
NetworkTransformusing full precision state updates was losing transform state updates when interpolation was enabled. (#2624) - Fixed issue where
NetworkObject.SpawnWithObserverswas not being honored for late joining clients. (#2623) - Fixed issue where invoking
NetworkManager.Shutdownmultiple times, depending upon the timing, could cause an exception. (#2622) - Fixed issue where removing ownership would not notify the server that it gained ownership. This also resolves the issue where an owner authoritative NetworkTransform would not properly initialize upon removing ownership from a remote client. (#2618)
- Fixed ILPP issues when using CoreCLR and for certain dedicated server builds. (#2614)
- Fixed an ILPP compile error when creating a generic NetworkBehaviour singleton with a static T instance. (#2603)
1.5.1
[1.5.1] - 2023-05-24
Added
- Added support for serializing
NativeArray<>andNativeList<>inFastBufferReader/FastBufferWriter,BufferSerializer,NetworkVariable, and RPCs. (To useNativeList<>, addUNITY_NETCODE_NATIVE_COLLECTION_SUPPORTto your Scripting Define Symbols inProject Settings > Player) (#2375) - The location of the automatically-created default network prefab list can now be configured (#2544)
- Added: Message size limits (max single message and max fragmented message) can now be set using NetworkManager.MaximumTransmissionUnitSize and NetworkManager.MaximumFragmentedMessageSize for transports that don't work with the default values (#2530)
- Added
NetworkObject.SpawnWithObserversproperty (default is true) that when set to false will spawn aNetworkObjectwith no observers and will not be spawned on any client untilNetworkObject.NetworkShowis invoked. (#2568)
Fixed
- Fixed: Fixed a null reference in codegen in some projects (#2581)
- Fixed issue where the
OnClientDisconnectedclient identifier was incorrect after a pending client connection was denied. (#2569) - Fixed warning "Runtime Network Prefabs was not empty at initialization time." being erroneously logged when no runtime network prefabs had been added (#2565)
- Fixed issue where some temporary debug console logging was left in a merged PR. (#2562)
- Fixed the "Generate Default Network Prefabs List" setting not loading correctly and always reverting to being checked. (#2545)
- Fixed issue where users could not use NetworkSceneManager.VerifySceneBeforeLoading to exclude runtime generated scenes from client synchronization. (#2550)
- Fixed missing value on
NetworkListEventforEventType.RemoveAtevents. (#2542,#2543) - Fixed issue where parenting a NetworkTransform under a transform with a scale other than Vector3.one would result in incorrect values on non-authoritative instances. (#2538)
- Fixed issue where a server would include scene migrated and then despawned NetworkObjects to a client that was being synchronized. (#2532)
- Fixed the inspector throwing exceptions when attempting to render
NetworkVariables of enum types. (#2529) - Making a
NetworkVariablewith anINetworkSerializabletype that doesn't meet thenew()constraint will now create a compile-time error instead of an editor crash (#2528) - Fixed Multiplayer Tools package installation docs page link on the NetworkManager popup. (#2526)
- Fixed an exception and error logging when two different objects are shown and hidden on the same frame (#2524)
- Fixed a memory leak in
UnityTransportthat occurred ifStartClientfailed. (#2518) - Fixed issue where a client could throw an exception if abruptly disconnected from a network session with one or more spawned
NetworkObject(s). (#2510) - Fixed issue where invalid endpoint addresses were not being detected and returning false from NGO UnityTransport. (#2496)
- Fixed some errors that could occur if a connection is lost and the loss is detected when attempting to write to the socket. (#2495)
Changed
- Adding network prefabs before NetworkManager initialization is now supported. (#2565)
- Connecting clients being synchronized now switch to the server's active scene before spawning and synchronizing NetworkObjects. (#2532)
- Updated
UnityTransportdependency oncom.unity.transportto 1.3.4. (#2533) - Improved performance of NetworkBehaviour initialization by replacing reflection when initializing NetworkVariables with compile-time code generation, which should help reduce hitching during additive scene loads. (#2522)