2.0.0-pre.2
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 ofNetworkVariablevalues, allowing for more responsive gameplay. (#2957) - Added
AnticipatedNetworkTransform, which adds support for client anticipation of NetworkTransforms. (#2957) - Added
NetworkVariableBase.ExceedsDirtinessThresholdto 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 inNetworkVariable<T>with the callbackNetworkVariable<T>.CheckExceedsDirtinessThreshold). (#2957) - Added
NetworkVariableUpdateTraits, which add additional throttling support:MinSecondsBetweenUpdateswill prevent theNetworkVariablefrom sending updates more often than the specified time period (even if it exceeds the dirtiness threshold), whileMaxSecondsBetweenUpdateswill force a dirtyNetworkVariableto send an update after the specified time period even if it has not yet exceeded the dirtiness threshold. (#2957) - Added virtual method
NetworkVariableBase.OnInitializewhich can be used byNetworkVariablesubclasses 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.OnSessionOwnerPromotedthat is invoked when a new session owner promotion occurs. (#2948) - Added
NetworkRigidBodyBase.GetLinearVelocityandNetworkRigidBodyBase.SetLinearVelocityconvenience/helper methods. (#2948) - Added
NetworkRigidBodyBase.GetAngularVelocityandNetworkRigidBodyBase.SetAngularVelocityconvenience/helper methods. (#2948)
Fixed
- Fixed issue when
NetworkTransformhalf float precision is enabled and ownership changes the current base position was not being synchronized. (#2948) - Fixed issue where
OnClientConnectednot 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
NetworkAnimatorno longer requires theAnimatorcomponent to exist on the sameGameObject. (#2957) - Changed
NetworkObjectReferenceandNetworkBehaviourReferenceto allow null references when constructing and serializing. (#2957) - Changed the client's owned objects is now returned (
NetworkClientandNetworkSpawnManager) as an array as opposed to a list for performance purposes. (#2948) - Changed
NetworkTransfrom.TryCommitTransformToServerto be internal as it will be removed by the final 2.0.0 release. (#2948) - Changed
NetworkTransformEditor.OnEnableto a virtual method to be able to customize aNetworkTransformderived class by creating a derived editor control fromNetworkTransformEditor. (#2948)