2.1.1
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.
[2.1.1] - 2024-10-18
Added
- Added ability to edit the
NetworkConfig.AutoSpawnPlayerPrefabClientSidewithin the inspector view. (#3097) - Added
IContactEventHandlerWithInfothat derives fromIContactEventHandlerthat can be updated per frame to provideContactEventHandlerInfoinformation to theRigidbodyContactEventManagerwhen processing collisions. (#3094)ContactEventHandlerInfo.ProvideNonRigidBodyContactEvents: When set to true, non-Rigidbodycollisions with the registeredRigidbodywill generate contact event notifications. (#3094)ContactEventHandlerInfo.HasContactEventPriority: When set to true, theRigidbodywill be prioritized as the instance that generates the event if theRigidbodycolliding does not have priority. (#3094)
- Added a static
NetworkManager.OnInstantiatedevent notification to be able to track when a newNetworkManagerinstance has been instantiated. (#3088) - Added a static
NetworkManager.OnDestroyingevent notification to be able to track when an existingNetworkManagerinstance is being destroyed. (#3088)
Fixed
- Fixed issue where
NetworkPrefabProcessorwould not mark the prefab list as dirty and prevent saving theDefaultNetworkPrefabsasset when only imports or only deletes were detected.(#3103) - Fixed an issue where nested
NetworkTransformcomponents in owner authoritative mode cleared their initial settings on the server, causing improper synchronization. (#3099) - Fixed issue with service not getting synchronized with in-scene placed
NetworkObjectinstances when a session owner starts aSceneEventType.Loadevent. (#3096) - Fixed issue with the in-scene network prefab instance update menu tool where it was not properly updating scenes when invoked on the root prefab instance. (#3092)
- Fixed an issue where newly synchronizing clients would always receive current
NetworkVariablevalues, potentially causing issues with collections if there were pending updates. Now, pending state updates serialize previous values to avoid duplicates on new clients. (#3081) - Fixed issue where changing ownership would mark every
NetworkVariabledirty. Now, it will only mark anyNetworkVariablewith owner read permissions as dirty and will send/flush any pending updates to all clients prior to sending the change in ownership message. (#3081) - Fixed an issue where transferring ownership of
NetworkVariablecollections didn't update the new owner鈥檚 previous value, causing the last added value to be detected as a change during additions or removals. (#3081) - Fixed issue where a client (or server) with no write permissions for a
NetworkVariableusing a standard .NET collection type could still modify the collection which could cause various issues depending upon the modification and collection type. (#3081) - Fixed issue where applying the position and/or rotation to the
NetworkManager.ConnectionApprovalResponsewhen connection approval and auto-spawn player prefab were enabled would not apply the position and/or rotation when the player prefab was instantiated. (#3078) - Fixed issue where
NetworkObject.SpawnWithObserverswas not being honored when spawning the player prefab. (#3077) - Fixed issue with the client count not being correct on the host or server side when a client disconnects itself from a session. (#3075)
Changed
- Changed
NetworkConfig.AutoSpawnPlayerPrefabClientSideis no longer automatically set when startingNetworkManager. (#3097) - Updated
NetworkVariableDeltaMessageso the server now forwards delta state updates from clients immediately, instead of waiting until the end of the frame or the next network tick. (#3081)