1.0.0-pre.10
·
515 commits
to develop
since this release
[1.0.0-pre.10] - 2022-06-21
Added
- Added a new
OnTransportFailurecallback toNetworkManager. This callback is invoked when the manager'sNetworkTransportencounters an unrecoverable error. Transport failures also cause theNetworkManagerto shut down. Currently, this is only used byUnityTransportto signal a timeout of its connection to the Unity Relay servers. (#1994) - Added
NetworkEvent.TransportFailure, which can be used by implementations ofNetworkTransportto signal toNetworkManagerthat an unrecoverable error was encountered. (#1994) - Added test to ensure a warning occurs when nesting NetworkObjects in a NetworkPrefab (#1969)
- Added
NetworkManager.RemoveNetworkPrefab(...)to remove a prefab from the prefabs list (#1950)
Changed
- Updated
UnityTransportdependency oncom.unity.transportto 1.1.0. (#2025) - (API Breaking)
ConnectionApprovalCallbackis no longer aneventand will not allow more than 1 handler registered at a time. Also,ConnectionApprovalCallbackis now anAction<>taking aConnectionApprovalRequestand aConnectionApprovalResponsethat the client code must fill (#1972) (#2002)
Removed
Fixed
- Fixed issue where dynamically spawned
NetworkObjects could throw an exception if the scene of origin handle was zero (0) and theNetworkObjectwas already spawned. (#2017) - Fixed issue where
NetworkObject.Observerswas not being cleared when despawned. (#2009) - Fixed
NetworkAnimatorcould not run in the server authoritative mode. (#2003) - Fixed issue where late joining clients would get a soft synchronization error if any in-scene placed NetworkObjects were parented under another
NetworkObject. (#1985) - Fixed issue where
NetworkBehaviourReferencewould throw a type cast exception if usingNetworkBehaviourReference.TryGetand the component type was not found. (#1984) - Fixed
NetworkSceneManagerwas not sending scene event notifications for the currently active scene and any additively loaded scenes when loading a new scene inLoadSceneMode.Singlemode. (#1975) - Fixed issue where one or more clients disconnecting during a scene event would cause
LoadEventCompletedorUnloadEventCompletedto wait until theNetworkConfig.LoadSceneTimeOutperiod before being triggered. (#1973) - Fixed issues when multiple
ConnectionApprovalCallbacks were registered (#1972) - Fixed a regression in serialization support:
FixedString,Vector2Int, andVector3Inttypes can now be used in NetworkVariables and RPCs again without requiring aForceNetworkSerializeByMemcpy<>wrapper. (#1961) - Fixed generic types that inherit from NetworkBehaviour causing crashes at compile time. (#1976)
- Fixed endless dialog boxes when adding a
NetworkBehaviourto aNetworkManageror vice-versa. (#1947) - Fixed
NetworkAnimatorissue where it was only synchronizing parameters if the layer or state changed or was transitioning between states. (#1946) - Fixed
NetworkAnimatorissue where when it did detect a parameter had changed it would send all parameters as opposed to only the parameters that changed. (#1946) - Fixed
NetworkAnimatorissue where it was not always disposing theNativeArraythat is allocated when spawned. (#1946) - Fixed
NetworkAnimatorissue where it was not taking the animation speed or state speed multiplier into consideration. (#1946) - Fixed
NetworkAnimatorissue where it was not properly synchronizing late joining clients if they joined whileAnimatorwas transitioning between states. (#1946) - Fixed
NetworkAnimatorissue where the server was not relaying changes to non-owner clients when a client was the owner. (#1946) - Fixed issue where the
PacketLossmetric for tools would return the packet loss over a connection lifetime instead of a single frame. (#2004)