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Copy file name to clipboardExpand all lines: docs/learn/bitesize/bitesize-introduction.md
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*[2D Space Shooter Sample](bitesize-spaceshooter.md) - Learn more about physics movement and status effects using Netcode `NetworkVariables` and `ObjectPooling`.
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*[Invaders Sample](bitesize-invaders.md) - Learn more about game flow, modes, unconventional movement networked, and a shared timer.
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*[Client Driven Sample](bitesize-clientdriven) - Learn more about Client driven movements, networked physics, spawning vs statically placed objects, object reparenting
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*[Client Driven Sample](bitesize-clientdriven.md) - Learn more about Client driven movements, networked physics, spawning vs statically placed objects, object reparenting
Copy file name to clipboardExpand all lines: releases/netcode/1-0-0.md
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| -- | -- | -- | -- | -- |
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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)
Copy file name to clipboardExpand all lines: releases/transport/transport-1-0-0+.md
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The [Unity Transport](../../transport/current/about)`com.unity.transport` package respository adds multiplayer and network features to your project. See the following changelog for new features, updates, fixes, and upgrade information.
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## [1.3.0] - 2022-09-27
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### New features
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* Added a way to obtain `RelayAllocationId`, `RelayConnectionData`, and `RelayHMACKey` structures from byte arrays using the static `FromByteArray` method.
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* Added a new constructor for `RelayServerData` that is now provided with argument types that better match those available in the models returned by the [Relay SDK](https://docs.unity.com/relay/SDK/sdk.html). **Note**: We also updated the "RelayPing" sample to use the new constructor.
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* Added new constructors for `RelayServerData` that are provided with argument types that better match those available in the models returned by the [Relay SDK](https://docs.unity.com/relay/SDK/sdk.html). **Note**: We also updated the "RelayPing" sample to use the new constructor.
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* Updated `NetworkSettings` to include a `IsCreated` property that can be used to check if it's been disposed of or not.
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* Added new versions of `NetworkSettings.WithSecureClientParameters` and `NetworkSettins.WithSecureServerParameters` . These new versions take strings as parameters instead of references to fixed strings. The older versions are still available and fully supported.
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* Added a new version of `NetworkSettings.WithSecureClientParameters` that only takes the server name as a parameter. You can use this when the server uses certificates from a recognized CA (certificate authority).
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### Changes
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* Added a warning that triggers if binding to a port where another application is listening. The binding operation still succeeds in that scenario, but this will fail in Unity Transport 2.0 (which disables address reuse on the sockets used by the default interface).
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* Deprecated the constructor for `RelayServerData` that was taking strings for the allocation ID, connection data, and key. Use the new constructor (see above) or the existing lower-level constructor instead.
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* Deprecated the `RelayServerData.ComputeNewNonce` method. You can provide a custom nonce using the "low level" constructor of `RelayServerData`. The new constructor selects a new nonce automatically.
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* Added the option to call `Connect` without an endpoint if you’re using [Relay](https://docs.unity.com/relay) (the endpoint would be ignored anyway). This extension to `NetworkDriver` is provided in the `Unity.Networking.Transport.Relay` namespace.
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### Fixes
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* Fixed a possible stack overflow error that occurs if the `receive` or `send` queue parameters are configured with very large values (>15,000).
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* Prevented an issue where a warning about having too many pipeline updates would be spammed after a connection was closed.
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* Fixed an issue where a duplicated reliable packet wouldn't be processed correctly, which could possibly lead to the entire reliable pipeline stage stalling (not being able to send new packets).
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* Fixed an issue where pipeline updates would be run too many times, which would waste CPU and could lead to the warning about having too many pipeline updates being erroneously logged.
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* Fixed issues with `ReliableSequencePipelineStage` that would, in rare circumstances, lead to failure to deliver a reliable packet.
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## [1.2.0] - 2022-08-16
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### Fixes
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* Fixed a lag issue with iOS when switching app from being in background to resuming use.
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## [1.1.0] - 2022-06-14
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### New features
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* A `DataStreamReader` can now be passed to another job without triggering the job safety system.
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* A `GetRelayConnectionStatus` method has been added to `NetworkDriver` to query the status of the connection to the Relay server.
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*`NetworkSettings.WithDataStreamParameters` is now obsolete. The functionality still works and will remain supported for version 1.X of the package, but will be removed in version 2.0. The reason for the removal is that in 2.0 the data stream size is always dynamically-sized to avoid out-of-memory errors.
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*`NetworkSettings.WithPipelineParameters` is now obsolete. The functionality still works and will remain supported for version 1.X of the package, but will be removed in version 2.0, where pipeline buffer sizing is handled internally.
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* Updated Burst dependency to 1.6.6.
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* Updated Collections dependency to 1.2.4.
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* Updated Mathematics dependency to 1.2.6.
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*`BeginSend` would not return an error if called on a closed connection before the next `ScheduleUpdate` call.
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* Fixed a warning if using the default maximum payload size with DTLS.
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* Removed an error log when receiving messages on a closed DTLS connection (this scenario is common if there were in-flight messages at the moment of disconnection).
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