Releases: Unity-Technologies/com.unity.netcode.gameobjects
Releases · Unity-Technologies/com.unity.netcode.gameobjects
1.0.1
Changed
- Changed version to 1.0.1. (#2131)
- Updated dependency on
com.unity.transport
to 1.2.0. (#2129) - When using
UnityTransport
, reliable payloads are now allowed to exceed the configured 'Max Payload Size'. Unreliable payloads remain bounded by this setting. (#2081) - Performance improvements for cases with large number of NetworkObjects, by not iterating over all unchanged NetworkObjects
Fixed
- Fixed not sending all NetworkVariables to all clients when a client connects to a server. (#1987)
- Fixed an issue where reading/writing more than 8 bits at a time with BitReader/BitWriter would write/read from the wrong place, returning and incorrect result. (#2130)
- Fixed issue with the internal
NetworkTransformState.m_Bitset
flag not getting cleared upon the next tick advancement. (#2110) - Fixed interpolation issue with
NetworkTransform.Teleport
. (#2110) - Fixed issue where the authoritative side was interpolating its transform. (#2110)
- Fixed Owner-written NetworkVariable infinitely write themselves (#2109)
- Fixed NetworkList issue that showed when inserting at the very end of a NetworkList (#2099)
- Fixed issue where a client owner of a
NetworkVariable
with both owner read and write permissions would not update the server side when changed. (#2097) - Fixed issue when attempting to spawn a parent
GameObject
, withNetworkObject
component attached, that has one or more childGameObject
s, that are inactive in the hierarchy, withNetworkBehaviour
components it will no longer attempt to spawn the associatedNetworkBehaviour
(s) or invoke ownership changed notifications but will log a warning message. (#2096) - Fixed an issue where destroying a NetworkBehaviour would not deregister it from the parent NetworkObject, leading to exceptions when the parent was later destroyed. (#2091)
- Fixed issue where
NetworkObject.NetworkHide
was despawning and destroying, as opposed to only despawning, in-scene placedNetworkObject
s. (#2086) - Fixed
NetworkAnimator
synchronizing transitions twice due to it detecting the change in animation state once a transition is started by a trigger. (#2084) - Fixed issue where
NetworkAnimator
would not synchronize a looping animation for late joining clients if it was at the very end of its loop. (#2076) - Fixed issue where
NetworkAnimator
was not removing its subscription fromOnClientConnectedCallback
when despawned during the shutdown sequence. (#2074) - Fixed IsServer and IsClient being set to false before object despawn during the shutdown sequence. (#2074)
- Fixed NetworkList Value event on the server. PreviousValue is now set correctly when a new value is set through property setter. (#2067)
- Fixed NetworkLists not populating on client. NetworkList now uses the most recent list as opposed to the list at the end of previous frame, when sending full updates to dynamically spawned NetworkObject. The difference in behaviour is required as scene management spawns those objects at a different time in the frame, relative to updates. (#2062)
1.0.0
1.0.0-pre.10
[1.0.0-pre.10] - 2022-06-21
Added
- Added a new
OnTransportFailure
callback toNetworkManager
. This callback is invoked when the manager'sNetworkTransport
encounters an unrecoverable error. Transport failures also cause theNetworkManager
to shut down. Currently, this is only used byUnityTransport
to signal a timeout of its connection to the Unity Relay servers. (#1994) - Added
NetworkEvent.TransportFailure
, which can be used by implementations ofNetworkTransport
to signal toNetworkManager
that 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
UnityTransport
dependency oncom.unity.transport
to 1.1.0. (#2025) - (API Breaking)
ConnectionApprovalCallback
is no longer anevent
and will not allow more than 1 handler registered at a time. Also,ConnectionApprovalCallback
is now anAction<>
taking aConnectionApprovalRequest
and aConnectionApprovalResponse
that the client code must fill (#1972) (#2002)
Removed
Fixed
- Fixed issue where dynamically spawned
NetworkObject
s could throw an exception if the scene of origin handle was zero (0) and theNetworkObject
was already spawned. (#2017) - Fixed issue where
NetworkObject.Observers
was not being cleared when despawned. (#2009) - Fixed
NetworkAnimator
could 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
NetworkBehaviourReference
would throw a type cast exception if usingNetworkBehaviourReference.TryGet
and the component type was not found. (#1984) - Fixed
NetworkSceneManager
was not sending scene event notifications for the currently active scene and any additively loaded scenes when loading a new scene inLoadSceneMode.Single
mode. (#1975) - Fixed issue where one or more clients disconnecting during a scene event would cause
LoadEventCompleted
orUnloadEventCompleted
to wait until theNetworkConfig.LoadSceneTimeOut
period before being triggered. (#1973) - Fixed issues when multiple
ConnectionApprovalCallback
s were registered (#1972) - Fixed a regression in serialization support:
FixedString
,Vector2Int
, andVector3Int
types 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
NetworkBehaviour
to aNetworkManager
or vice-versa. (#1947) - Fixed
NetworkAnimator
issue where it was only synchronizing parameters if the layer or state changed or was transitioning between states. (#1946) - Fixed
NetworkAnimator
issue where when it did detect a parameter had changed it would send all parameters as opposed to only the parameters that changed. (#1946) - Fixed
NetworkAnimator
issue where it was not always disposing theNativeArray
that is allocated when spawned. (#1946) - Fixed
NetworkAnimator
issue where it was not taking the animation speed or state speed multiplier into consideration. (#1946) - Fixed
NetworkAnimator
issue where it was not properly synchronizing late joining clients if they joined whileAnimator
was transitioning between states. (#1946) - Fixed
NetworkAnimator
issue where the server was not relaying changes to non-owner clients when a client was the owner. (#1946) - Fixed issue where the
PacketLoss
metric for tools would return the packet loss over a connection lifetime instead of a single frame. (#2004)
1.0.0-pre.9
1.0.0-pre.8
[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 asNativeList<T>
) can't be supported by the default memcpy struct serializer. Structs that are intended to be serialized across the network must addINetworkSerializeByMemcpy
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 inForceNetworkSerializeByMemcpy<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.
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 aNetworkManager
that was already shut down would cause an immediate shutdown the next time it was started (basically the fix makesShutdown
idempotent). (#1877)
1.0.0-pre.7
[1.0.0-pre.7] - 2022-04-06
Added
- Added editor only check prior to entering into play mode if the currently open and active scene is in the build list and if not displays a dialog box asking the user if they would like to automatically add it prior to entering into play mode. (#1828)
- Added
UnityTransport
implementation andcom.unity.transport
package dependency (#1823) - Added
NetworkVariableWritePermission
toNetworkVariableBase
and implementedOwner
client writable netvars. (#1762) UnityTransport
settings can now be set programmatically. (#1845)FastBufferWriter
and Reader IsInitialized property. (#1859)
Changed
- Updated
UnityTransport
dependency oncom.unity.transport
to 1.0.0 (#1849)
Removed
- Removed
SnapshotSystem
(#1852) - Removed
com.unity.modules.animation
,com.unity.modules.physics
andcom.unity.modules.physics2d
dependencies from the package (#1812) - Removed
com.unity.collections
dependency from the package (#1849)
Fixed
- Fixed in-scene placed NetworkObjects not being found/ignored after a client disconnects and then reconnects. (#1850)
- Fixed issue where
UnityTransport
send queues were not flushed when callingDisconnectLocalClient
orDisconnectRemoteClient
. (#1847) - Fixed NetworkBehaviour dependency verification check for an existing NetworkObject not searching from root parent transform relative GameObject. (#1841)
- Fixed issue where entries were not being removed from the NetworkSpawnManager.OwnershipToObjectsTable. (#1838)
- Fixed ClientRpcs would always send to all connected clients by default as opposed to only sending to the NetworkObject's Observers list by default. (#1836)
- Fixed clarity for NetworkSceneManager client side notification when it receives a scene hash value that does not exist in its local hash table. (#1828)
- Fixed client throws a key not found exception when it times out using UNet or UTP. (#1821)
- Fixed network variable updates are no longer limited to 32,768 bytes when NetworkConfig.EnsureNetworkVariableLengthSafety is enabled. The limits are now determined by what the transport can send in a message. (#1811)
- Fixed in-scene NetworkObjects get destroyed if a client fails to connect and shuts down the NetworkManager. (#1809)
- Fixed user never being notified in the editor that a NetworkBehaviour requires a NetworkObject to function properly. (#1808)
- Fixed PlayerObjects and dynamically spawned NetworkObjects not being added to the NetworkClient's OwnedObjects (#1801)
- Fixed issue where NetworkManager would continue starting even if the NetworkTransport selected failed. (#1780)
- Fixed issue when spawning new player if an already existing player exists it does not remove IsPlayer from the previous player (#1779)
- Fixed lack of notification that NetworkManager and NetworkObject cannot be added to the same GameObject with in-editor notifications (#1777)
- Fixed parenting warning printing for false positives (#1855)
1.0.0-pre.6
Netcode for GameObjects
Added
- NetworkAnimator now properly synchrhonizes all animation layers as well as runtime-adjusted weighting between them (#1765)
- Added first set of tests for NetworkAnimator - parameter syncing, trigger set / reset, override network animator (#1735)
Changed
Fixed
- Fixed an issue where sometimes the first client to connect to the server could see messages from the server as coming from itself. (#1683)
- Fixed an issue where clients seemed to be able to send messages to ClientId 1, but these messages would actually still go to the server (id 0) instead of that client. (#1683)
- Improved clarity of error messaging when a client attempts to send a message to a destination other than the server, which isn't allowed. (#1683)
- Disallowed async keyword in RPCs (#1681)
- Fixed an issue where Alpha release versions of Unity (version 2022.2.0a5 and later) will not compile due to the UNet Transport no longer existing (#1678)
- Fixed messages larger than 64k being written with incorrectly truncated message size in header (#1686) (credit: @kaen)
- Fixed overloading RPC methods causing collisions and failing on IL2CPP targets. (#1694)
- Fixed spawn flow to propagate
IsSceneObject
down to children NetworkObjects, decouple implicit relationship between object spawning &IsSceneObject
flag (#1685) - Fixed error when serializing ConnectionApprovalMessage with scene management disabled when one or more objects is hidden via the CheckObjectVisibility delegate (#1720)
- Fixed CheckObjectVisibility delegate not being properly invoked for connecting clients when Scene Management is enabled. (#1680)
- Fixed NetworkList to properly call INetworkSerializable's NetworkSerialize() method (#1682)
- Fixed NetworkVariables containing more than 1300 bytes of data (such as large NetworkLists) no longer cause an OverflowException (the limit on data size is now whatever limit the chosen transport imposes on fragmented NetworkDelivery mechanisms) (#1725)
- Fixed ServerRpcParams and ClientRpcParams must be the last parameter of an RPC in order to function properly. Added a compile-time check to ensure this is the case and trigger an error if they're placed elsewhere (#1721)
- Fixed FastBufferReader being created with a length of 1 if provided an input of length 0 (#1724)
- Fixed The NetworkConfig's checksum hash includes the NetworkTick so that clients with a different tickrate than the server are identified and not allowed to connect (#1728)
- Fixed OwnedObjects not being properly modified when using ChangeOwnership (#1731)
- Improved performance in NetworkAnimator (#1735)
- Removed the "always sync" network animator (aka "autosend") parameters (#1746)
Unity Transport for Netcode for GameObjects
Added
- New parameters are available to simulate network conditions (delay, jitter, packet loss) in the editor and in development builds. The parameters are available under the 'Debug Simulator' section of the 'Unity Transport' component, or can be set with the
SetDebugSimulatorParameters
call. (#1745) GetCurrentRtt
is now properly implemented. (#1755)
Changed
- Updated Unity Transport package to 1.0.0-pre.14. (#1760)
- Updated Netcode for GameObjects dependency to 1.0.0-pre.6 (#1771)
- Overflowing the reliable send queue of a connection will now result in the connection being closed, rather than spamming the log with errors about not being able to send a payload. It is deemed better to close the connection than to lose reliable traffic (which could cause all sorts of weird synchronization issues). (#1747)
Fixed
- Fixed issue where disconnecting from the server with data still in the queue would result in an error message about a stale connection. (#1649)
- Fixed issue where the server
NetworkEndPoint
would fail to be created when 'Server Listen Address' is empty. (#1636) - Fixed issue with native collections not all being disposed of when destroying the component without shutting it down properly. This would result in errors in the console and memory leaks. (#1640)
- Fixed an issue where packets causing errors would not be removed from the send queue, which would cause the error message to be spammed on every frame as the adapter would try to resend the packet. (#1648)
- Fixed and issue where a server would fail to disconnect a client if another client had previously disconnected itself. (#1673)
1.0.0-pre.5
Netcode for GameObjects
Added
- Added
PreviousValue
inNetworkListEvent
, whenValue
has changed (#1528)
Changed
- NetworkManager's GameObject is no longer allowed to be nested under one or more GameObject(s).(#1484)
- NetworkManager DontDestroy property was removed and now NetworkManager always is migrated into the DontDestroyOnLoad scene. (#1484)
Fixed
- Fixed network tick value sometimes being duplicated or skipped. (#1614)
- Fixed The ClientNetworkTransform sample script to allow for owner changes at runtime. (#1606)
Unity Transport for Netcode for GameObjects
Added
- A new 'Server Listen Address' field under 'Connection Data' in the inspector has been added to specify the address a server should listen to, in case it differs from the main 'Address' field. The
SetConnectionData
method has been updated accordingly to take an optional parameter to specify that listen address. (#1605) - Added new methods to set the relay server data:
SetHostRelayData
andSetClientRelayData
. These are meant to be less error-prone thanSetRelayServerData
(which remains available). (#1609)
Changed
- Updated Netcode for GameObjects dependency to 1.0.0-pre.5 (#1626)
- Updated Unity Transport package to 1.0.0-pre.12. (#1615)
- Rename the 'Send Queue Batch Size' property to 'Max Payload Size' to better reflect its usage. (#1584)
- Implicit conversions between
ConnectionAddressData
andNetworkEndPoint
are now deprecated, since their semantics are no longer clear with the introduction of the newServerListenAddress
field (see above). (#1605)
Fixed
- Lifted the limit of ~44KB for reliable payloads. Before the fix, attempting to send a payload larger than that with reliable delivery would silently fail. Note that it is still not recommended to send such large reliable payloads, since their delivery could take a few network round-trips. (#1596)
- Fixed a bug where NetworkList.contains value was inverted (#1363)
1.0.0-pre.4
Netcode for GameObjects
Added
- Added
com.unity.modules.physics
andcom.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 ofthis 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)
Unity Transport for Netcode for GameObjects
Added
- Added new 'Max Send Queue Size' configuration field in the inspector. This controls the size of the send queue that is used to accumulate small sends together and also acts as an overflow queue when there are too many in-flight packets or when other internal queues are full. (#1491)
Changed
- Updated Netcode for GameObjects dependency to 1.0.0-pre.4 (#1562)
- Removed 'Maximum Packet Size' configuration field in the inspector. This would cause confusion since the maximum packet size is in effect always the MTU (1400 bytes on most platforms). (#1403)
- Updated com.unity.transport to 1.0.0-pre.10 (#1501)
- All delivery methods now support fragmentation, meaning the 'Send Queue Batch Size' setting (which controls the maximum payload size) now applies to all delivery methods, not just reliable ones. (#1512)
Fixed
- Fixed packet overflow errors when sending payloads too close to the MTU (was mostly visible when using Relay). (#1403)
- Don't throw an exception when the host disconnects (issue 1439 on GitHub). (#1441)
- Avoid "too many inflight packets" errors by queueing packets in a queue when the limit of inflight packets is reached in UTP. The size of this queue can be controlled with the 'Max Send Queue Size' configuration field. (#1491)
1.0.0-pre.3
Netcode for GameObjects
Added
- ResetTrigger function to NetworkAnimator (#1327)
Fixed
- Overflow exception when syncing Animator state. (#1327)
- Added
try
/catch
around RPC calls, preventing exception from causing further RPC calls to fail (#1329) - Fixed an issue where ServerClientId and LocalClientId could have the same value, causing potential confusion, and also fixed an issue with the UNet where the server could be identified with two different values, one of which might be the same as LocalClientId, and the other of which would not.(#1368)
- IL2CPP would not properly compile (#1359)
Unity Transport for Netcode for GameObjects
Added
- Exposed
m_HeartbeatTimeoutMS
,m_ConnectTimeoutMS
,m_MaxConnectAttempts
, andm_DisconnectTimeoutMS
parameters. (#1314)
Changed
- Updated Unity Transport package to 1.0.0-pre.7
- Updated Netcode for GameObjects dependency to 1.0.0-pre.3