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15 changes: 7 additions & 8 deletions .yamato/project.metafile
Original file line number Diff line number Diff line change
@@ -1,5 +1,5 @@
validation_editor: 2022.3
mobile_validation_editor: 2022.3
validation_editor: 6000.0
mobile_validation_editor: 6000.0

# Platforms that will be tested. The first entry in this array will also
# be used for validation
Expand Down Expand Up @@ -42,8 +42,7 @@ projects:
- name: com.unity.netcode.gameobjects
path: com.unity.netcode.gameobjects
test_editors:
- 2022.3
- 2023.2
- 6000.0
- trunk
- name: minimalproject
path: minimalproject
Expand All @@ -54,22 +53,22 @@ projects:
- name: com.unity.netcode.gameobjects
path: com.unity.netcode.gameobjects
test_editors:
- 2022.3
- 6000.0
- name: testproject-tools-integration
path: testproject-tools-integration
validate: false
publish: false
has_tests: true
test_editors:
- 2022.3
- 6000.0
- trunk

# Package dependencies
dependencies:
- name: com.unity.transport
version: 2.0.0-pre.2
version: 2.2.1
test_editors:
- 2022.2
- 6000.0
- trunk

# Scripting backends used by Standalone Playmode Tests
Expand Down
62 changes: 60 additions & 2 deletions com.unity.netcode.gameobjects/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -6,9 +6,61 @@ The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/)

Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com).

## [Unreleased]
## [2.0.0-exp.2] - 2024-04-02

### Added
- Added updates to all internal messages to account for a distributed authority network session connection. (#2863)
- 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)
- For a customized `NetworkRigidbodyBase` class:
- `NetworkRigidbodyBase.AutoUpdateKinematicState` provides control on whether the kinematic setting will be automatically set or not when ownership changes.
- `NetworkRigidbodyBase.AutoSetKinematicOnDespawn` provides control on whether isKinematic will automatically be set to true when the associated `NetworkObject` is despawned.
- `NetworkRigidbodyBase.Initialize` is a protected method that, when invoked, will initialize the instance. This includes options to:
- Set whether using a `RigidbodyTypes.Rigidbody` or `RigidbodyTypes.Rigidbody2D`.
- Includes additional optional parameters to set the `NetworkTransform`, `Rigidbody`, and `Rigidbody2d` to use.
- Provides additional public methods:
- `NetworkRigidbodyBase.GetPosition` to return the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
- `NetworkRigidbodyBase.GetRotation` to return the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
- `NetworkRigidbodyBase.MovePosition` to move to the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
- `NetworkRigidbodyBase.MoveRotation` to move to the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
- `NetworkRigidbodyBase.Move` to move to the position and rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
- `NetworkRigidbodyBase.Move` to move to the position and rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
- `NetworkRigidbodyBase.SetPosition` to set the position of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
- `NetworkRigidbodyBase.SetRotation` to set the rotation of the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting).
- `NetworkRigidbodyBase.ApplyCurrentTransform` to set the position and rotation of the `Rigidbody` or `Rigidbody2d` based on the associated `GameObject` transform (depending upon its initialized setting).
- `NetworkRigidbodyBase.WakeIfSleeping` to wake up the rigid body if sleeping.
- `NetworkRigidbodyBase.SleepRigidbody` to put the rigid body to sleep.
- `NetworkRigidbodyBase.IsKinematic` to determine if the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) is currently kinematic.
- `NetworkRigidbodyBase.SetIsKinematic` to set the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) current kinematic state.
- `NetworkRigidbodyBase.ResetInterpolation` to reset the `Rigidbody` or `Rigidbody2d` (depending upon its initialized setting) back to its original interpolation value when initialized.
- Now includes a `MonoBehaviour.FixedUpdate` implementation that will update the assigned `NetworkTransform` when `NetworkRigidbodyBase.UseRigidBodyForMotion` is true. (#2863)
- Added `RigidbodyContactEventManager` that provides a more optimized way to process collision enter and collision stay events as opposed to the `Monobehaviour` approach. (#2863)
- Can be used in client-server and distributed authority modes, but is particularly useful in distributed authority.
- Added rigid body motion updates to `NetworkTransform` which allows users to set interolation on rigid bodies. (#2863)
- Extrapolation is only allowed on authoritative instances, but custom class derived from `NetworkRigidbodyBase` or `NetworkRigidbody` or `NetworkRigidbody2D` automatically switches non-authoritative instances to interpolation if set to extrapolation.
- Added distributed authority mode support to `NetworkAnimator`. (#2863)
- Added session mode selection to `NetworkManager` inspector view. (#2863)
- Added distributed authority permissions feature. (#2863)
- Added distributed authority mode specific `NetworkObject` permissions flags (Distributable, Transferable, and RequestRequired). (#2863)
- Added distributed authority mode specific `NetworkObject.SetOwnershipStatus` method that applies one or more `NetworkObject` instance's ownership flags. If updated when spawned, the ownership permission changes are synchronized with the other connected clients. (#2863)
- Added distributed authority mode specific `NetworkObject.RemoveOwnershipStatus` method that removes one or more `NetworkObject` instance's ownership flags. If updated when spawned, the ownership permission changes are synchronized with the other connected clients. (#2863)
- Added distributed authority mode specific `NetworkObject.HasOwnershipStatus` method that will return (true or false) whether one or more ownership flags is set. (#2863)
- Added distributed authority mode specific `NetworkObject.SetOwnershipLock` method that locks ownership of a `NetworkObject` to prevent ownership from changing until the current owner releases the lock. (#2863)
- Added distributed authority mode specific `NetworkObject.RequestOwnership` method that sends an ownership request to the current owner of a spawned `NetworkObject` instance. (#2863)
- Added distributed authority mode specific `NetworkObject.OnOwnershipRequested` callback handler that is invoked on the owner/authoritative side when a non-owner requests ownership. Depending upon the boolean returned value depends upon whether the request is approved or denied. (#2863)
- Added distributed authority mode specific `NetworkObject.OnOwnershipRequestResponse` callback handler that is invoked when a non-owner's request has been processed. This callback includes a `NetworkObjet.OwnershipRequestResponseStatus` response parameter that describes whether the request was approved or the reason why it was not approved. (#2863)
- Added distributed authority mode specific `NetworkObject.DeferDespawn` method that defers the despawning of `NetworkObject` instances on non-authoritative clients based on the tick offset parameter. (#2863)
- Added distributed authority mode specific `NetworkObject.OnDeferredDespawnComplete` callback handler that can be used to further control when deferring the despawning of a `NetworkObject` on non-authoritative instances. (#2863)
- Added `NetworkClient.SessionModeType` as one way to determine the current session mode of the network session a client is connected to. (#2863)
- Added distributed authority mode specific `NetworkClient.IsSessionOwner` property to determine if the current local client is the current session owner of a distributed authority session. (#2863)
- Added distributed authority mode specific client side spawning capabilities. When running in distributed authority mode, clients can instantiate and spawn `NetworkObject` instances (the local client is authomatically the owner of the spawned object). (#2863)
- This is useful to better visually synchronize owner authoritative motion models and newly spawned `NetworkObject` instances (i.e. projectiles for example).
- Added distributed authority mode specific client side player spawning capabilities. Clients will automatically spawn their associated player object locally. (#2863)
- Added distributed authority mode specific `NetworkConfig.AutoSpawnPlayerPrefabClientSide` property (default is true) to provide control over the automatic spawning of player prefabs on the local client side. (#2863)
- Added distributed authority mode specific `NetworkManager.OnFetchLocalPlayerPrefabToSpawn` callback that, when assigned, will allow the local client to provide the player prefab to be spawned for the local client. (#2863)
- This is only invoked if the `NetworkConfig.AutoSpawnPlayerPrefabClientSide` property is set to true.
- Added distributed authority mode specific `NetworkBehaviour.HasAuthority` property that determines if the local client has authority over the associated `NetworkObject` instance (typical use case is within a `NetworkBehaviour` script much like that of `IsServer` or `IsClient`). (#2863)
- Added distributed authority mode specific `NetworkBehaviour.IsSessionOwner` property that determines if the local client is the session owner (typical use case would be to determine if the local client can has scene management authority within a `NetworkBehaviour` script). (#2863)
- Added support for distributed authority mode scene management where the currently assigned session owner can start scene events (i.e. scene loading and scene unloading). (#2863)

### Fixed

Expand All @@ -17,7 +69,13 @@ Additional documentation and release notes are available at [Multiplayer Documen
- Fixed issue where in-scene placed `NetworkObject`s with complex nested children `NetworkObject`s (more than one child in depth) would not synchronize properly if WorldPositionStays was set to true. (#2796)

### Changed

- Changed client side awareness of other clients is now the same as a server or host. (#2863)
- Changed `NetworkManager.ConnectedClients` can now be accessed by both server and clients. (#2863)
- Changed `NetworkManager.ConnectedClientsList` can now be accessed by both server and clients. (#2863)
- Changed `NetworkTransform` defaults to owner authoritative when connected to a distributed authority session. (#2863)
- Changed `NetworkVariable` defaults to owner write and everyone read permissions when connected to a distributed authority session (even if declared with server read or write permissions). (#2863)
- Changed `NetworkObject` no longer implements the `MonoBehaviour.Update` method in order to determine whether a `NetworkObject` instance has been migrated to a different scene. Instead, only `NetworkObjects` with the `SceneMigrationSynchronization` property set will be updated internally during the `NetworkUpdateStage.PostLateUpdate` by `NetworkManager`. (#2863)
- Changed `NetworkManager` inspector view layout where properties are now organized by category. (#2863)
- Changed `NetworkTransform` to now use `NetworkTransformMessage` as opposed to named messages for NetworkTransformState updates. (#2810)
- Changed `CustomMessageManager` so it no longer attempts to register or "unregister" a null or empty string and will log an error if this condition occurs. (#2807)

Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -170,28 +170,28 @@ public void Execute(int index)
int count = 0;
int collisionStaycount = 0;
int positionCount = 0;
for (int j = 0; j < PairedHeaders[index].PairCount; j++)
for (int j = 0; j < PairedHeaders[index].pairCount; j++)
{
ref readonly var pair = ref PairedHeaders[index].GetContactPair(j);

if (pair.IsCollisionExit)
if (pair.isCollisionExit)
{
continue;
}

for (int k = 0; k < pair.ContactCount; k++)
for (int k = 0; k < pair.contactCount; k++)
{
ref readonly var contact = ref pair.GetContactPoint(k);
averagePoint += contact.Position;
averagePoint += contact.position;
positionCount++;
if (!pair.IsCollisionStay)
if (!pair.isCollisionStay)
{
averageNormal += contact.Normal;
averageNormal += contact.normal;
count++;
}
else
{
averageCollisionStay += contact.Normal;
averageCollisionStay += contact.normal;
collisionStaycount++;
}
}
Expand All @@ -214,8 +214,8 @@ public void Execute(int index)

var result = new JobResultStruct()
{
ThisInstanceID = PairedHeaders[index].BodyInstanceID,
OtherInstanceID = PairedHeaders[index].OtherBodyInstanceID,
ThisInstanceID = PairedHeaders[index].bodyInstanceID,
OtherInstanceID = PairedHeaders[index].otherBodyInstanceID,
AverageNormal = averageNormal,
HasCollisionStay = collisionStaycount != 0,
AverageCollisionStayNormal = averageCollisionStay,
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -1888,7 +1888,7 @@ private void OnSessionOwnerLoadedScene(uint sceneEventId, Scene scene)
OnLoadComplete?.Invoke(NetworkManager.LocalClientId, SceneNameFromHash(sceneEventData.SceneHash), sceneEventData.LoadSceneMode);

//Second, only if we are a host do we want register having loaded for the associated SceneEventProgress
if (SceneEventProgressTracking.ContainsKey(sceneEventData.SceneEventProgressId) && NetworkManager.IsHost)
if (SceneEventProgressTracking.ContainsKey(sceneEventData.SceneEventProgressId) && NetworkManager.IsClient)
{
SceneEventProgressTracking[sceneEventData.SceneEventProgressId].ClientFinishedSceneEvent(NetworkManager.LocalClientId);
}
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -300,7 +300,7 @@ internal void TryFinishingSceneEventProgress()
m_NetworkManager.OnClientDisconnectCallback -= OnClientDisconnectCallback;
}

if (m_TimeOutCoroutine != null)
if (m_TimeOutCoroutine != null && m_NetworkManager != null)
{
m_NetworkManager.StopCoroutine(m_TimeOutCoroutine);
}
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -277,7 +277,7 @@ void LogOwnerRigidBody(int stage)
{
var ownerRigidbody = ownerInstance.GetComponent<Rigidbody>();
ownerRigidbody.Move(valueSetByOwner, rotation);
ownerRigidbody.velocity = Vector3.zero;
ownerRigidbody.linearVelocity = Vector3.zero;
yield return s_DefaultWaitForTick;
ownerInstance.transform.localScale = valueSetByOwner;
}
Expand Down Expand Up @@ -359,7 +359,7 @@ void LogOwnerRigidBody(int stage)
LogOwnerRigidBody(2);
ownerInstance.GetComponent<NetworkTransform>().LogMotion = m_EnableVerboseDebug;
nonOwnerInstance.GetComponent<NetworkTransform>().LogMotion = m_EnableVerboseDebug;
ownerRigidbody.velocity = Vector3.zero;
ownerRigidbody.linearVelocity = Vector3.zero;
}
else
{
Expand Down
4 changes: 2 additions & 2 deletions com.unity.netcode.gameobjects/package.json
Original file line number Diff line number Diff line change
Expand Up @@ -2,8 +2,8 @@
"name": "com.unity.netcode.gameobjects",
"displayName": "Netcode for GameObjects",
"description": "Netcode for GameObjects is a high-level netcode SDK that provides networking capabilities to GameObject/MonoBehaviour workflows within Unity and sits on top of underlying transport layer.",
"version": "2.0.0-exp.1",
"unity": "2022.3",
"version": "2.0.0-exp.2",
"unity": "6000.0",
"dependencies": {
"com.unity.nuget.mono-cecil": "1.11.4",
"com.unity.transport": "2.2.1"
Expand Down
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