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chore: merge release 2.2.0 back into develop-2.0.0 (#3179)
* update
updating package
* update
updating changelog
* update
moving minimum editor back down to 6000.0
* fix
Fixing the changelog version goof of mine.
Making the license copyright just a year and not year range.
* style
removing whitespace from copyright notice.
adding dash to changelog header
* style
Removing whitespaces for PVP-124-2 issues.
* style
missed one whitespace...
* chore: merge develop 2 0 0 updates with SessionOwner permissions (#3176)
* fix: clamp spawntimeout to recommended range (#3174)
* update
Clamping spawntimeout
* update
improving parenting failed message when either the child or parent NetworkObject is not spawnd.
* update
Update the local SceneEventData.SceneEventType on the authority side for SceneLoadComplete.
* style
removing whitespaces
* feat: Add a SessionOwner ObjectStatus and allow InScenePlaced network objects to be distributed (#3175)
* Initial pass on SessionOwner ownership flag
* feat: Add SessionOwner OwnershipStatus flag
* update
removing additional session owner accessor.
* Add OwnershipPermissions tests
* fix client connect
* Revert "fix client connect"
This reverts commit 3c3b354.
* update
object distribution for in-scene placed NetworkObjects needs to use the InScenePlacedSourceGlobalObjectIdHash when building an object distribution list.
* Add changelog
* Remove unnecessary change
* Remove Settings.json
* Reword CHANGELOG
* fix
DAHost should not distribute session owner permission NetworkObjects.
When client is promoted to session owner, for now newly promoted client takes ownership of NetworkObjects that have the SessionOwner permission set.
Only prevent non-session owners from taking ownership of a NetworkObject with the SessionOwner permission set.
* test fix
Avoid the RemoveOwnership client-server only method.
* style
Visual studio code cleanup likes to sort by alpha... fixing for our standards.
* update
Adding check for session owner trying to change ownership to a non-session owner client.
* test
Adding an additional validation that a non-session owner cannot change ownership and that a session owner cannot change ownership to a non-session owner when the NetworkObject in question has the SessionOwner permissions set.
---------
Co-authored-by: NoelStephensUnity <[email protected]>
---------
Co-authored-by: Emma <[email protected]>
* fix
NetworkAnimator started throwing this exception:
"Objects are trying to be loaded during a domain backup. This is not allowed as it will lead to undefined behaviour!"
When MPPM was being used. This has to do with the OnBeforeSerialize method and potentially an order of operations issue.
We can accomplish the same serialization within OnValidate, but went ahead and made it virtual in order to provide users with the ability to override and handle their own validation.
* fix: server, host, or session owner not populating in-scene placed object table when started (#3177)
* fix
This fixes the issue with the server, host, or session owner not adding in-scene placed NetworkObjects to its internal table if the scene was loaded prior to starting the NetworkManager.
* update
Adding change log entry
* update
Adding PR# to this entry.
* style
remove whitespace
* update
adding unreleased change log
---------
Co-authored-by: Emma <[email protected]>
Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/CHANGELOG.md
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@@ -6,7 +6,16 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/)
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Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com).
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[Unreleased]
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## [Unreleased]
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### Added
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### Fixed
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### Changed
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## [2.2.0] - 2024-12-12
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### Added
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### Fixed
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- Fixed issue where the server, host, or session owner would not populate the in-scene place `NetworkObject` table if the scene was loaded prior to starting the `NetworkManager`. (#3177)
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- Fixed issue where the `NetworkObjectIdHash` value could be incorrect when entering play mode while still in prefab edit mode with pending changes and using MPPM. (#3162)
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- Fixed issue where a sever only `NetworkManager` instance would spawn the actual `NetworkPrefab`'s `GameObject` as opposed to creating an instance of it. (#3160)
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- Fixed issue where only the session owner (as opposed to all clients) would handle spawning prefab overrides properly when using a distributed authority network topology. (#3160)
@@ -216,8 +226,8 @@ Additional documentation and release notes are available at [Multiplayer Documen
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## [2.0.0-exp.2] - 2024-04-02
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### Added
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- Added updates to all internal messages to account for a distributed authority network session connection. (#2863)
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- Added `NetworkRigidbodyBase` that provides users with a more customizable network rigidbody, handles both `Rigidbody` and `Rigidbody2D`, and provides an option to make `NetworkTransform` use the rigid body for motion. (#2863)
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- Added updates to all internal messages to account for a distributed authority network session connection. (#2863)
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- Added `NetworkRigidbodyBase` that provides users with a more customizable network rigidbody, handles both `Rigidbody` and `Rigidbody2D`, and provides an option to make `NetworkTransform` use the rigid body for motion. (#2863)
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- For a customized `NetworkRigidbodyBase` class:
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-`NetworkRigidbodyBase.AutoUpdateKinematicState` provides control on whether the kinematic setting will be automatically set or not when ownership changes.
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-`NetworkRigidbodyBase.AutoSetKinematicOnDespawn` provides control on whether isKinematic will automatically be set to true when the associated `NetworkObject` is despawned.
@@ -353,6 +363,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
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- Fixed issue where you could not have multiple source network prefab overrides targeting the same network prefab as their override. (#2710)
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### Changed
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- Changed the server or host shutdown so it will now perform a "soft shutdown" when `NetworkManager.Shutdown` is invoked. This will send a disconnect notification to all connected clients and the server-host will wait for all connected clients to disconnect or timeout after a 5 second period before completing the shutdown process. (#2789)
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- Changed `OnClientDisconnectedCallback` will now return the assigned client identifier on the local client side if the client was approved and assigned one prior to being disconnected. (#2789)
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- Changed `NetworkTransform.SetState` (and related methods) now are cumulative during a fractional tick period and sent on the next pending tick. (#2777)
@@ -365,6 +376,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
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- Changed in-scene placed `NetworkObject`s now set their `IsSceneObject` value when generating their `GlobalObjectIdHash` value. (#2710)
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- Changed the default `NetworkConfig.SpawnTimeout` value from 1.0s to 10.0s. (#2710)
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## [1.7.1] - 2023-11-15
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### Added
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### Added
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- Added a protected virtual method `NetworkTransform.OnInitialize(ref NetworkTransformState replicatedState)` that just returns the replicated state reference.
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### Fixed
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- Fixed issue where invoking `NetworkManager.Shutdown` within `NetworkManager.OnClientStopped` or `NetworkManager.OnServerStopped` would force `NetworkManager.ShutdownInProgress` to remain true after completing the shutdown process. (#2661)
Licensed under the Unity Companion License for Unity-dependent projects (see https://unity3d.com/legal/licenses/unity_companion_license).
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Unless expressly provided otherwise, the Software under this license is made available strictly on an “AS IS” BASIS WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED. Please review the license for details on these and other terms and conditions.
NetworkLog.LogError($"[DestinationState To Transition Info] Layer ({animationState.Layer}) sub-table does not contain destination state ({animationState.DestinationStateHash})!");
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}
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}
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// For reference, it is valid to have no transition information
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// For reference, it is valid to have no transition information
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//else if (NetworkManager.LogLevel == LogLevel.Developer)
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//{
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// NetworkLog.LogError($"[DestinationState To Transition Info] Layer ({animationState.Layer}) does not exist!");
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