diff --git a/com.unity.netcode.gameobjects/CHANGELOG.md b/com.unity.netcode.gameobjects/CHANGELOG.md index b6de451821..1b8180ae57 100644 --- a/com.unity.netcode.gameobjects/CHANGELOG.md +++ b/com.unity.netcode.gameobjects/CHANGELOG.md @@ -14,6 +14,7 @@ Additional documentation and release notes are available at [Multiplayer Documen ### Fixed +- Fixed issue where `UnityTransport` would attempt to establish WebSocket connections even if using UDP/DTLS Relay allocations when the build target was WebGL. This only applied to working in the editor since UDP/DTLS can't work in the browser. (#2695) - Fixed issue where a `NetworkBehaviour` component's `OnNetworkDespawn` was not being invoked on the host-server side for an in-scene placed `NetworkObject` when a scene was unloaded (during a scene transition) and the `NetworkBehaviour` component was positioned/ordered before the `NetworkObject` component. (#2685) - Fixed issue where `SpawnWithObservers` was not being honored when `NetworkConfig.EnableSceneManagement` was disabled. (#2682) - Fixed issue where `NetworkAnimator` was not internally tracking changes to layer weights which prevented proper layer weight synchronization back to the original layer weight value. (#2674) diff --git a/com.unity.netcode.gameobjects/Runtime/Transports/UTP/UnityTransport.cs b/com.unity.netcode.gameobjects/Runtime/Transports/UTP/UnityTransport.cs index dc2e1436e9..99682cb969 100644 --- a/com.unity.netcode.gameobjects/Runtime/Transports/UTP/UnityTransport.cs +++ b/com.unity.netcode.gameobjects/Runtime/Transports/UTP/UnityTransport.cs @@ -1567,7 +1567,7 @@ public void SetClientSecrets(string serverCommonName, string caCertificate = nul } else { -#if UNITY_WEBGL +#if UNITY_WEBGL && !UNITY_EDITOR Debug.LogWarning($"WebSockets were used even though they're not selected in NetworkManager. You should check {nameof(UseWebSockets)}', on the Unity Transport component, to silence this warning."); driver = NetworkDriver.Create(new WebSocketNetworkInterface(), m_NetworkSettings); #else