1.13.0
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.
[1.13.0] - 2025-04-29
Added
- Added
NetworkManager.OnPreShutdownwhich is called before the NetworkManager cleans up and shuts down. (#3358) - Added
FastBufferReader(ArraySegment<byte> buffer, Allocator copyAllocator)constructor that uses theArraySegment.Offsetas theFastBufferReaderoffset and theArraySegment.Countas theFastBufferReaderlength. (#3320) - Added
FastBufferReader(ArraySegment<byte> buffer, Allocator copyAllocator, int length = -1)constructor that uses theArraySegment.Offsetas theFastBufferReaderoffset. (#3320)
Fixed
- Fixed memory leaks when domain reload is disabled. (#3428)
- Fixed issues with the
NetworkBehaviourandNetworkVariablelength safety checks. (#3415) - Fixed issue where during a
NetworkObject's spawn if you instantiated, spawned, and parented another network prefab under the currently spawningNetworkObjectthe parenting message would not properly defer until the parentNetworkObjectwas spawned. (#3403) - Fixed issue where in-scene placed
NetworkObjectscould fail to synchronize its transform properly (especially without aNetworkTransform) if their parenting changes from the default when the scene is loaded and if the same scene remains loaded between network sessions while the parenting is completely different from the original hierarchy. (#3388) - Fixed an issue in
UnityTransportwhere the transport would accept sends on invalid connections, leading to a useless memory allocation and confusing error message. (#3383) - Fixed issue where
NetworkAnimatorwould log an error if there was no destination transition information. (#3384) - Fixed initial
NetworkTransformspawn, ensure it uses world space. (#3361) - Fixed issue where
AnticipatedNetworkVariableprevious value returned byAnticipatedNetworkVariable.OnAuthoritativeValueChangedis updated correctly on the non-authoritative side. (#3322)
Changed
- Changed the scene loading event serialization order for in-scene placed
NetworkObjects to be based on their parent-child hierarchy. (#3388)