2.0.0
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.
[2.0.0] - 2024-09-12
Added
- Added tooltips for all of the
NetworkObjectcomponent's properties. (#3052) - Added message size validation to named and unnamed message sending functions for better error messages. (#3049)
- Added "Check for NetworkObject Component" property to the Multiplayer->Netcode for GameObjects project settings. When disabled, this will bypass the in-editor
NetworkObjectcheck onNetworkBehaviourcomponents. (#3031) - Added
NetworkTransform.SwitchTransformSpaceWhenParentedproperty that, when enabled, will handle the world to local, local to world, and local to local transform space transitions when interpolation is enabled. (#3013) - Added
NetworkTransform.TickSyncChildrenthat, when enabled, will tick synchronize nested and/or childNetworkTransformcomponents to eliminate any potential visual jittering that could occur if theNetworkTransforminstances get into a state where their state updates are landing on different network ticks. (#3013) - Added
NetworkObject.AllowOwnerToParentproperty to provide the ability to allow clients to parent owned objects when running in a client-server network topology. (#3013) - Added
NetworkObject.SyncOwnerTransformWhenParentedproperty to provide a way to disable applying the server's transform information in the parenting message on the client owner instance which can be useful for owner authoritative motion models. (#3013) - Added
NetcodeEditorBaseeditor helper class to provide easier modification and extension of the SDK's components. (#3013)
Fixed
- Fixed issue where
NetworkAnimatorwould send updates to non-observer clients. (#3057) - Fixed issue where an exception could occur when receiving a universal RPC for a
NetworkObjectthat has been despawned. (#3052) - Fixed issue where a NetworkObject hidden from a client that is then promoted to be session owner was not being synchronized with newly joining clients.(#3051)
- Fixed issue where clients could have a wrong time delta on
NetworkVariableBasewhich could prevent from sending delta state updates. (#3045) - Fixed issue where setting a prefab hash value during connection approval but not having a player prefab assigned could cause an exception when spawning a player. (#3042)
- Fixed issue where the
NetworkSpawnManager.HandleNetworkObjectShowcould throw an exception if one of theNetworkObjectcomponents to show was destroyed during the same frame. (#3030) - Fixed issue where the
NetworkManagerHelperwas continuing to check for hierarchy changes when in play mode. (#3026) - Fixed issue with newly/late joined clients and
NetworkTransformsynchronization of parentedNetworkObjectinstances. (#3013) - Fixed issue with smooth transitions between transform spaces when interpolation is enabled (requires
NetworkTransform.SwitchTransformSpaceWhenParentedto be enabled). (#3013)
Changed
- Changed
NetworkTransformEditornow usesNetworkTransformas the base type class to assure it doesn't display a foldout group when using the baseNetworkTransformcomponent class. (#3052) - Changed
NetworkAnimator.Awakeis now a protected virtual method. (#3052) - Changed when invoking
NetworkManager.ConnectionManager.DisconnectClientduring a distributed authority session a more appropriate message is logged. (#3052) - Changed
NetworkTransformEditorso it now derives fromNetcodeEditorBase. (#3013) - Changed
NetworkRigidbodyBaseEditorso it now derives fromNetcodeEditorBase. (#3013) - Changed
NetworkManagerEditorso it now derives fromNetcodeEditorBase. (#3013)