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Copy file name to clipboardExpand all lines: releases/netcode/1-0-0.md
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| Netcode for GameObjects | 1.0.0| Pre-Release | October 21, 2021 | 2020.3 and later |
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| Netcode for GameObjects | 1.0.0| Release | June 27, 2022 | 2020.3 and later |
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| Netcode for GameObjects | 1.0.1| Release | August 25, 2022 | 2020.3 and later |
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| Netcode for GameObjects | 1.0.2| Release | September 13, 2022 | 2020.3 and later |
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:::note
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Netcode for GameObjects supports Windows, MacOS, Ubuntu 20.4 LTS and Ubuntu 18.04 LTS versions of Unity Editor and Player
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:::
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## [1.0.2] - 2022-09-13
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### Fixed
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* Fixed issue where `NetworkTransform` was not honoring the `InLocalSpace` property on the authority side during `OnNetworkSpawn`. ([#2170](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/2170))
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* Fixed issue where `NetworkTransform` was not ending extrapolation for the previous state causing non-authoritative instances to become out of sync. ([#2170](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/2170))
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* Fixed issue where `NetworkTransform` was not continuing to interpolate for the remainder of the associated tick period. ([#2170](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/2170))
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* Fixed issue during `NetworkTransform.OnNetworkSpawn` for non-authoritative instances where it was initializing interpolators with the replicated network state, which now only contains the transform deltas that occurred during a network tick and not the entire transform state. ([#2170](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/2170))
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## [1.0.1] - 2022-08-25
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* Changed version to 1.0.1. ([#2131](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/2131))
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* Updated dependency on `com.unity.transport` to 1.2.0. ([#2129](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/2129))
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* When using `UnityTransport`, _reliable_ payloads can now exceed the configured `Max Payload Size`. Unreliable payloads remain bounded by this setting. ([#2081](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/2081))
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* Added performance improvements for cases with many `NetworkObjects` by not iterating over all unchanged `NetworkObjects`.
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### Fixed
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* Fixed an issue where not sending all `NetworkVariables` to all clients when a client connects to a server. ([#1987](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/issues/1987))
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* Fixed an issue where reading/writing more than 8 bits at a time with BitReader/BitWriter would write/read from the wrong place, returning an incorrect result. ([#2130](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/2130))
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* Fixed an issue with the internal `NetworkTransformState.m_Bitset` flag not getting cleared upon the next tick advancement. ([#2110](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/2110))
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* Fixed an interpolation issue with `NetworkTransform.Teleport`. ([#2110](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/2110))
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* Fixed an issue where the authoritative side was interpolating its transform. ([#2110](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/2110))
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* Fixed an issue where Owner-written `NetworkVariable` infinitely writes to themselves. ([#2109](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/issues/2109))
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* Fixed an issue where `NetworkList` showed when inserting at the end of a `NetworkList`. ([#2099](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/2099))
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* Fixed an issue where a client owner of a `NetworkVariable` with both owners' read and write permissions would not update the server side when changed. ([#2097](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/2097))
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* Fixed an issue where attempting to spawn a parent `GameObject` with a `NetworkObject` component attached (that has one or more inactive child `GameObjects`), that are inactive in the hierarchy. Now, with `NetworkBehaviour` components it will no longer attempt to spawn the associated `NetworkBehaviour`(s) or invoke ownership changed notifications but will log a warning message. ([#2096](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/2096))
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* 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](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/2091))
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* Fixed an issue where `NetworkObject.NetworkHide` was despawning and destroying, as opposed to only despawning, in-scene placed `NetworkObjects`. ([#2086](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/2086))
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* Fixed an issue where `NetworkAnimator` synchronized transitions twice due to detecting the change in animation state once a trigger starts a transition. ([#2084](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/2084))
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* Fixed an issue where `NetworkAnimator` would not synchronize a looping animation for late joining clients if it was at the very end of its loop. ([#2076](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/2076))
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* Fixed issue where `NetworkAnimator` was not removing its subscription from `OnClientConnectedCallback` when despawned during the shutdown sequence. ([#2074](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/2074))
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* Fixed an issue where `IsServer` and `IsClient` are set to false before the object despawns during the shutdown sequence. ([#2074](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/2074))
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* Fixed an issue with the `NetworkList Value` event on the server. `PreviousValue` is now set correctly when a new value is set through the property setter. ([#2067](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/pull/2067))
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* Fixed an issue where `NetworkLists` is not populating on the client. `NetworkList`. It now uses the most recent list instead of the list at the end of the previous frame when sending full updates to a dynamically spawned `NetworkObject`. The difference in behavior is required because scene management spawns those objects at a different time in the frame, relative to updates. ([#2062](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/issues/2062))
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## [1.0.0] - 2022-06-27
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- Changed version to 1.0.0. (#2046)
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- (API Breaking) `ConnectionApprovalCallback` is no longer an `event` and will not allow more than 1 handler registered at a time. Also, `ConnectionApprovalCallback` is now a `Func<>` taking `ConnectionApprovalRequest` in and returning `ConnectionApprovalResponse` back out (#1972)
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### Fixed
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- Fixed issue where dynamically spawned `NetworkObject`s could throw an exception if the scene of origin handle was zero (0) and the `NetworkObject` was already spawned. (#2017)
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- Fixed issue where `NetworkObject.Observers` was not being cleared when despawned. (#2009)
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- Fixed `NetworkAnimator` could not run in the server authoritative mode. (#2003)
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