PredictionRigidbody2D: write state to reconcile to#675
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FirstGearGames merged 1 commit intoFirstGearGames:mainfrom May 21, 2024
Merged
PredictionRigidbody2D: write state to reconcile to#675FirstGearGames merged 1 commit intoFirstGearGames:mainfrom
FirstGearGames merged 1 commit intoFirstGearGames:mainfrom
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Matches behaviour with PredictionRigidbody
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Perfect and ty so much for following the code! |
FirstGearGames
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May 23, 2024
- Fixed replicates occasionally running as Created when not while prediction interpolation buffer was depleted. - Added SyncBase.CanInvokeCallbackAsServer() for custom SyncTypes to check if they can invoke asServer true when applying values. - Fixed runtime errors in Yak when importing Fishnet free over Pro. - Changed NetworkObject.AdaptiveInterpolation forced to off while it's under further development. - Improved reduced initialization allocations in NetworkBehaviours. - Improved NetworkTransform performance slightly (#673). - Fixed NetworkTransform disabling CharacterController via Configuration settings when server with no owner. - Fixed conditional packet corruption from improperly parsed prediction reconciles. - Improved Object/CollectionCaches now use TryPop. - Changed SyncType.Dirty is now protected to prevent incorrect use. Use Dirty(obj) and DirtyAll() (#674). - Fixed clients incorrectly receiving SyncVar callbacks when value was set in awake. - Fixed PredictionRigidbody2D not read/writing rigidbody state (#675).
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Matches behaviour with PredictionRigidbody