chore: Merge develop 2.0.0 into exp.3#2933
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NoelStephensUnity merged 16 commits intorelease/2.0.0-exp.3from May 30, 2024
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chore: Merge develop 2.0.0 into exp.3#2933NoelStephensUnity merged 16 commits intorelease/2.0.0-exp.3from
NoelStephensUnity merged 16 commits intorelease/2.0.0-exp.3from
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* update Added the MessageTypeDefines ordering class that orders messages based on the NetworkMessageType. * test Fixing issue with tests using their own message provider. Fixing a few more tests that don't need the message ordering or count verification stuff to be running. Removed the message ordering related tests since this it was no longer needed.
* changing all test public api to internal * updating changelog * additional changes --------- Co-authored-by: Noel Stephens <noel.stephens@unity3d.com>
fluong6
approved these changes
May 22, 2024
Migrated non-authority NetworkTransform updates to the pre late update to more align with how it is handled in v1.x. Added NetworkRigidbodyBase reference to NetworkObject. For now, added the ability to add a fixed joint when parenting two NetworkObjects with NetworkTransforms and NetworkRigidbodies that both have UseRigidBodyForMotion set to true (i.e. Rigidbody has no concept of "local space" motion).
Change the FixedJoint approach so it does not require parenting. The "parent" rigid body now updates its children in NetworkTransform when the "parent's" state is updated in order to keep both parent and children state updates synchronized on the same network tick. Added NetworkObject.CurrentParent that is set when a NetworkObject is parented. NetworkObject.NetworkTransform is now NetworkObject.NetworkTransforms (a single NetworkObject can have many NetworkTransforms). NetworkObject.NetworkRigidbodybase is now NetworkObject.NetworkRigidbodies (a single NetworkObject can have many NetworkRigidbodybase components).
Fixing issue where NetworkTransforms updated during FixedUpdate can have a render time that is slightly earlier than the start time. The delta between the two is typically in the nano to pico seconds range. This first pass approach to resolve this issue is to just cast the two double properties to floats prior to subtracting one from the other in order to reduce that level of granularity of the delta between the two.
ShadauxCat
approved these changes
May 28, 2024
Unnamed and named messages now allow you to send a client id list of 1 on a client side if the client id is the server. When registering a named message that is already registered, if the log mode is set to developer then a warning will be logged to the console informing the user they are overwriting the existing registration callback.
NoelStephensUnity
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May 31, 2024
* chore: distributed authority UI displays dependent upon multiplayer SDK package (#2875) * update Renaming Session Mode to Network Topology. This includes any related properties or XML API documentation references. Adding package dependent conditional define MULTIPLAYER_SDK_INSTALLED that is defined when the com.unity.services.multiplayer package is installed to the editor assembly definition file. This removes the custom property drawer since it appears the default enum flag drawer visual bug is resolved in Unity 6. incrementing the version change * feat: expose the UTP connect (#2935) * feat: expose the UTP connect payload * pass accept payload * fix formatting * make Connect and m_Driver protected * remove payload output * chore: Merge develop 2.0.0 into exp.3 (#2933) * feat: enum ordered message versioning (#2929) * chore: migrate tests from public to internal (#2930) * update Added the MessageTypeDefines ordering class that orders messages based on the NetworkMessageType. Use tick offset. Change the ticks ago based on whether DAHost or CMBService. Changing all test public api to internal Adding FixedJoint attach and detach methods to NetworkRigidbodyBase. * test Fixing issue with tests using their own message provider. Fixing a few more tests that don't need the message ordering or count verification stuff to be running. Removed the message ordering related tests since this it was no longer needed. --------- Co-authored-by: Noel Stephens <noel.stephens@unity3d.com> * update Migrated non-authority NetworkTransform updates to the pre late update to more align with how it is handled in v1.x. Added NetworkRigidbodyBase reference to NetworkObject. For now, added the ability to add a fixed joint when parenting two NetworkObjects with NetworkTransforms and NetworkRigidbodies that both have UseRigidBodyForMotion set to true (i.e. Rigidbody has no concept of "local space" motion). * update Change the FixedJoint approach so it does not require parenting. The "parent" rigid body now updates its children in NetworkTransform when the "parent's" state is updated in order to keep both parent and children state updates synchronized on the same network tick. Added NetworkObject.CurrentParent that is set when a NetworkObject is parented. NetworkObject.NetworkTransform is now NetworkObject.NetworkTransforms (a single NetworkObject can have many NetworkTransforms). NetworkObject.NetworkRigidbodybase is now NetworkObject.NetworkRigidbodies (a single NetworkObject can have many NetworkRigidbodybase components). * fix Adding COM_UNITY_MODULES_PHYSICS wrappers around NetworkObject.NetworkRigidbodies. * fix wrapping some physics dependent properties in #if COM_UNITY_MODULES_PHYSICS. * fix Last missed NetworkRigidbodies needed wrapping in #if COM_UNITY_MODULES_PHYSICS * fix Only invoke DetachFromFixedJoint if HasAuthority is true during despawn. * fix Fixing issue where NetworkTransforms updated during FixedUpdate can have a render time that is slightly earlier than the start time. The delta between the two is typically in the nano to pico seconds range. This first pass approach to resolve this issue is to just cast the two double properties to floats prior to subtracting one from the other in order to reduce that level of granularity of the delta between the two. --------- Co-authored-by: Frank Luong <100299641+fluong6@users.noreply.github.com> * chore: add NGO 2.0.0-exp.3 version and date to changelog (#2937) adding release version and date to changelog * removing "unreleased" tag * chore: update changelog in ngo 2.0.0 exp.4 (#2939) * updating changelog * bumping ngo version in package json * adding unreleased section back --------- Co-authored-by: Noel Stephens <noel.stephens@unity3d.com> Co-authored-by: Dominick <dominick@schroer.ca>
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This PR represents the final updates for our next NGO v2.0.0-exp.3 package released.
It primarily merges recent updates to the develop-2.0.0 branch that includes:
NetworkTransformwhenNetworkRigidbodyBasebased components haveUseRigidbodyForMotionset:NetworkObjectcomponents now is done through attaching two bodies viaFixedJoint.Rigidbodyfor state and motion updates when using aNetworkTransform) will be to use aFixedJoint(or make a customizedNetworkRigidbodyBasewith one of the several other Joint types).NetworkRigidbodyBasetracks all attached Rigidbodies.NetworkTransformdetecting a transform state update and after sending its state update, it will parse through all attached Rigidbodies to have them check theirNetworkTransform's state (which should have updated since the parent did) and send a synchronization update.Changelog
NetworkRigidbodyBase.AttachToFixedJointandNetworkRigidbodyBase.DetachFromFixedJointto replace parenting for rigid bodies that haveNetworkRigidbodyBase.UseRigidBodyForMotionenabled.NetworkRigidbodyBase.UseRigidBodyForMotionenabled would constantly log errors about the renderTime being beforeStartTimeConsumed.Testing and Documentation