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fix: unitytransport connectionmode buttons #1176
fix: unitytransport connectionmode buttons #1176
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NoelStephensUnity
commented
Sep 13, 2021
- All manual tests and examples were broken due to the ConnectionModeButtons missing references
- Migrated the missing InputField asset into ConnectionModeButtons prefab to handle this.
- Refactored the ConncetionModeScript to be able to handle supporting UNet until we decided to primarily switch over to UTP.
private bool m_UsingRelay = false; | ||
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#if ENABLE_RELAY_SERVICE | ||
//[NSS] This is never used? Do we need it still? | ||
[SerializeField] |
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It will be used when relay fixing an issue in their SDK
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Well, we can just leave that as it is since there doesn't appear to be any relay specific properties being used.
I tried to keep the defines limited to only the areas of the code that had dependencies to the relay portion of the UnityTransport.
private bool HasRelaySupport() | ||
{ | ||
var unityTransport = NetworkManager.Singleton.GetComponent<UnityTransport>(); | ||
if (unityTransport != null && unityTransport.Protocol == UnityTransport.ProtocolType.RelayUnityTransport) |
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If the relay SDK is not present then we should just always return false hence the defines.
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Ok, that makes sense. I think for our testproject we will always have it available from this point forward? If that is not the case then I can put the defines back where they were.
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thank you for fixing this quickly!
…nsform * develop: feat: NetworkBehaviour.IsSpawned (#1190) feat: added tip to the network manager inspector that directs to install tools (MTT-1211) (#1182) refactor!: remove network dictionary & set, use native container in List, add tests (#1149) fix: Fixed remote disconnects not properly cleaning up (#1184) test: base changes to PR-1114 (#1165) test: verify do not destroy networkobjects on networkmanager shutdown (#1183) chore: removal of EnableNetworkVariable in NetworkConfig. It's always True now (#1179) fix: Fix DontDestroyWithOwner not returning ownership (#1181) test: Giving Android some more room as the connection tests are timing sensitive (#1178) fix: unitytransport connectionmode buttons (#1176) test: added min frames to multi-instance helper (#1170) chore: Add mobile tests to nightly trigger (#1161) feat: snapshot spawn pre-requisite (#1166) feat: Unity Transport + Relay (#887) feat: client scene synchronization mode (#1171) # Conflicts: # testproject/Assets/Scenes/SampleScene.unity
…am/feature/client-network-transform * sam/feature/interpolation-for-network-transform: (22 commits) fixing line issue more formatting fixing formatting issue removing not submitted LiteNetLib from ZooSam feat: Fast buffer reader and fast buffer writer (#1082) restricting public api bumping exec order feat: NetworkBehaviour.IsSpawned (#1190) feat: added tip to the network manager inspector that directs to install tools (MTT-1211) (#1182) refactor!: remove network dictionary & set, use native container in List, add tests (#1149) fix: Fixed remote disconnects not properly cleaning up (#1184) test: base changes to PR-1114 (#1165) test: verify do not destroy networkobjects on networkmanager shutdown (#1183) chore: removal of EnableNetworkVariable in NetworkConfig. It's always True now (#1179) fix: Fix DontDestroyWithOwner not returning ownership (#1181) test: Giving Android some more room as the connection tests are timing sensitive (#1178) fix: unitytransport connectionmode buttons (#1176) test: added min frames to multi-instance helper (#1170) chore: Add mobile tests to nightly trigger (#1161) feat: snapshot spawn pre-requisite (#1166) ... # Conflicts: # com.unity.netcode.gameobjects/Components/NetworkTransform.cs # testproject/Assets/Scenes/SampleScene.unity