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2.0.0-pre.2

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@Needle-Mirror-Bot Needle-Mirror-Bot released this 24 Jun 13:02

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-pre.2] - 2024-06-17

Added

  • Added AnticipatedNetworkVariable<T>, which adds support for client anticipation of NetworkVariable values, allowing for more responsive gameplay. (#2957)
  • Added AnticipatedNetworkTransform, which adds support for client anticipation of NetworkTransforms. (#2957)
  • Added NetworkVariableBase.ExceedsDirtinessThreshold to allow network variables to throttle updates by only sending updates when the difference between the current and previous values exceeds a threshold. (This is exposed in NetworkVariable<T> with the callback NetworkVariable<T>.CheckExceedsDirtinessThreshold). (#2957)
  • Added NetworkVariableUpdateTraits, which add additional throttling support: MinSecondsBetweenUpdates will prevent the NetworkVariable from sending updates more often than the specified time period (even if it exceeds the dirtiness threshold), while MaxSecondsBetweenUpdates will force a dirty NetworkVariable to send an update after the specified time period even if it has not yet exceeded the dirtiness threshold. (#2957)
  • Added virtual method NetworkVariableBase.OnInitialize which can be used by NetworkVariable subclasses to add initialization code. (#2957)
  • Added NetworkTime.TickWithPartial, which represents the current tick as a double that includes the fractional/partial tick value. (#2957)
  • Added NetworkTickSystem.AnticipationTick, which can be helpful with implementation of client anticipation. This value represents the tick the current local client was at at the beginning of the most recent network round trip, which enables it to correlate server update ticks with the client tick that may have triggered them. (#2957)
  • Added event NetworkManager.OnSessionOwnerPromoted that is invoked when a new session owner promotion occurs. (#2948)
  • Added NetworkRigidBodyBase.GetLinearVelocity and NetworkRigidBodyBase.SetLinearVelocity convenience/helper methods. (#2948)
  • Added NetworkRigidBodyBase.GetAngularVelocity and NetworkRigidBodyBase.SetAngularVelocity convenience/helper methods. (#2948)

Fixed

  • Fixed issue when NetworkTransform half float precision is enabled and ownership changes the current base position was not being synchronized. (#2948)
  • Fixed issue where OnClientConnected not being invoked on the session owner when connecting to a new distributed authority session. (#2948)
  • Fixed issue where Rigidbody micro-motion (i.e. relatively small velocities) would result in non-authority instances slightly stuttering as the body would come to a rest (i.e. no motion). Now, the threshold value can increase at higher velocities and can decrease slightly below the provided threshold to account for this. (#2948)

Changed

  • Changed NetworkAnimator no longer requires the Animator component to exist on the same GameObject. (#2957)
  • Changed NetworkObjectReference and NetworkBehaviourReference to allow null references when constructing and serializing. (#2957)
  • Changed the client's owned objects is now returned (NetworkClient and NetworkSpawnManager) as an array as opposed to a list for performance purposes. (#2948)
  • Changed NetworkTransfrom.TryCommitTransformToServer to be internal as it will be removed by the final 2.0.0 release. (#2948)
  • Changed NetworkTransformEditor.OnEnable to a virtual method to be able to customize a NetworkTransform derived class by creating a derived editor control from NetworkTransformEditor. (#2948)