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* style
Spelling fix for error message
* update
Expose auto spawn player prefab within the inspector view when multiplayer SDK is installed. Remove the automatic enabling of this property if distributed authority is set.
* update
moving property down
* update
adding changelog entries
* update
Only show the AutoSpawnPlayerPrefabClientSide property in the inspector view if the NetworkManager instance is configured to use the distributed authority network topology.
Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/CHANGELOG.md
+4-1Lines changed: 4 additions & 1 deletion
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@@ -9,7 +9,8 @@ Additional documentation and release notes are available at [Multiplayer Documen
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[Unreleased]
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### Added
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- Added ability to edit the `NetworkConfig.AutoSpawnPlayerPrefabClientSide` within the inspector view. (#3097)
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- Added `IContactEventHandlerWithInfo` that derives from `IContactEventHandler` that can be updated per frame to provide `ContactEventHandlerInfo` information to the `RigidbodyContactEventManager` when processing collisions. (#3094)
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-`ContactEventHandlerInfo.ProvideNonRigidBodyContactEvents`: When set to true, non-`Rigidbody` collisions with the registered `Rigidbody` will generate contact event notifications. (#3094)
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-`ContactEventHandlerInfo.HasContactEventPriority`: When set to true, the `Rigidbody` will be prioritized as the instance that generates the event if the `Rigidbody` colliding does not have priority. (#3094)
@@ -27,6 +28,8 @@ Additional documentation and release notes are available at [Multiplayer Documen
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### Changed
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- Changed `NetworkConfig.AutoSpawnPlayerPrefabClientSide` is no longer automatically set when starting `NetworkManager`. (#3097)
NetworkLog.LogError($"Only the authoirty can invoke {nameof(DeferDespawn)} and local Client-{NetworkManager.LocalClientId} is not the authority of {name}!");
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NetworkLog.LogError($"Only the authority can invoke {nameof(DeferDespawn)} and local Client-{NetworkManager.LocalClientId} is not the authority of {name}!");
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