1.10.0
The format is based on Keep a Changelog and this project adheres to Semantic Versioning.
Additional documentation and release notes are available at Multiplayer Documentation.
[1.10.0] - 2024-07-22
Added
- Added
NetworkBehaviour.OnNetworkPreSpawnandNetworkBehaviour.OnNetworkPostSpawnmethods that provide the ability to handle pre and post spawning actions during theNetworkObjectspawn sequence. (#2906) - Added a client-side only
NetworkBehaviour.OnNetworkSessionSynchronizedconvenience method that is invoked on allNetworkBehaviours after a newly joined client has finished synchronizing with the network session in progress. (#2906) - Added
NetworkBehaviour.OnInSceneObjectsSpawnedconvenience method that is invoked when all in-sceneNetworkObjects have been spawned after a scene has been loaded or upon a host or server starting. (#2906)
Fixed
- Fixed issue where the realtime network stats monitor was not able to display RPC traffic in release builds due to those stats being only available in development builds or the editor. (#2980)
- Fixed issue where
NetworkManager.ScenesLoadedwas not being updated ifPostSynchronizationSceneUnloadingwas set and any loaded scenes not used during synchronization were unloaded.(#2977) - Fixed issue where internal delta serialization could not have a byte serializer defined when serializing deltas for other types. Added
[GenerateSerializationForType(typeof(byte))]to both theNetworkVariableandAnticipatedNetworkVariableclasses to assure a byte serializer is defined. (#2953) - Fixed issue with the client count not being correct on the host or server side when a client disconnects itself from a session. (#2941)
- Fixed issue with the host trying to send itself a message that it has connected when first starting up. (#2941)
- Fixed issue where in-scene placed NetworkObjects could be destroyed if a client disconnects early and/or before approval. (#2923)
- Fixed issue where
NetworkDeltaPositionwould "jitter" periodically if both unreliable delta state updates and half-floats were used together. (#2922) - Fixed issue where
NetworkRigidbody2Dwould not properly change body type based on the instance's authority when spawned. (#2916) - Fixed issue where a
NetworkObjectcomponent's associatedNetworkBehaviourcomponents would not be detected if scene loading is disabled in the editor and the currently loaded scene has in-scene placedNetworkObjects. (#2906) - Fixed issue where an in-scene placed
NetworkObjectwithNetworkTransformthat is also parented under aGameObjectwould not properly synchronize when the parentGameObjecthad a world space position other than 0,0,0. (#2895)