Changelog
All notable changes to this project will be documented in this file.
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.
[1.13.1] - 2025-07-07
Added
- Added documentation to package repository.
[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)
[1.12.2] - 2025-01-17
Fixed
- Fixed issue where - NetworkVariableBasederived classes were not being re-initialized if the associated- NetworkObjectinstance was not destroyed and re-spawned. (#3217)
- Fixed issue where a spawned - NetworkObjectthat was registered with a prefab handler and owned by a client would invoke destroy more than once on the host-server side if the client disconnected while the- NetworkObjectwas still spawned. (#3202)
- Fixed issue where - NetworkRigidBody2Dwas still using the deprecated- isKinematicproperty in Unity versions 2022.3 and newer. (#3199)
- Fixed issue where an exception was thrown when calling - NetworkManager.Shutdownafter calling- UnityTransport.Shutdown. (#3118)
- Changed the - NetworkTimeSystem.Syncmethod to use half RTT to calculate the desired local time offset as opposed to the full RTT. (#3206)
[1.12.0] - 2024-11-19
Added
- Added UnityTransport.GetEndpointmethod to provide a way to obtainNetworkEndpointinformation of a connection via client identifier. (#3131)
- Added a static NetworkManager.OnInstantiatedevent notification to be able to track when a newNetworkManagerinstance has been instantiated. (#3089)
- Added a static NetworkManager.OnDestroyingevent notification to be able to track when an existingNetworkManagerinstance is being destroyed. (#3089)
- Added message size validation to named and unnamed message sending functions for better error messages. (#3043)
- Added "Check for NetworkObject Component" property to the Multiplayer->Netcode for GameObjects project settings. When disabled, this will bypass the in-editor NetworkObjectcheck onNetworkBehaviourcomponents. (#3034)
Fixed
- Fixed issue where NetworkListproperties on in-scene placedNetworkObjects could cause small memory leaks when entering playmode. (#3148)
- Fixed issue where a newly synchronizing client would be synchronized with the current NetworkVariablevalues always which could cause issues with collections if there were any pending state updates. Now, when initially synchronizing a client, if aNetworkVariablehas a pending state update it will serialize the previously known value(s) to the synchronizing client so when the pending updates are sent they aren't duplicate values on the newly connected client side. (#3126)
- 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. (#3126)
- Fixed issue with NetworkVariablecollections where transferring ownership to another client would not update the new owner's previous value to the most current value which could cause the last/previous added value to be detected as a change when adding or removing an entry (as long as the entry removed was not the last/previously added value). (#3126)
- 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. (#3126)
- Fixed issue where NetworkAnimatorwould statically allocate write buffer space forAnimatorparameters that could cause a write error if the number of parameters exceeded the space allocated. (#3124)
- 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. (#3084)
- Fixed issue where NetworkAnimatorwould send updates to non-observer clients. (#3058)
- Fixed issue where an exception could occur when receiving a universal RPC for a NetworkObjectthat has been despawned. (#3055)
- 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. (#3046)
- Fixed issue where collections v2.2.x was not supported when using UTP v2.2.x within Unity v2022.3. (#3033)
- Fixed issue where the NetworkSpawnManager.HandleNetworkObjectShowcould throw an exception if one of theNetworkObjectcomponents to show was destroyed during the same frame. (#3029)
- Fixed issue where the NetworkManagerHelperwas continuing to check for hierarchy changes when in play mode. (#3027)
Changed
- Changed NetworkVariableDeltaMessageso the server now forwards delta state updates (owner write permission based from a client) to other clients immediately as opposed to keeping aNetworkVariableorNetworkListdirty and processing them at the end of the frame or potentially on the next network tick. (#3126)
- The Debug Simulator section of the Unity Transport component will now be hidden if Unity Transport 2.0 or later is installed. It was already non-functional in that situation and users should instead use the more featureful Network Simulator tool from the Multiplayer Tools package. (#3120)
[1.11.0] - 2024-08-20
Added
- Added NetworkVariable.CheckDirtyStatethat is to be used in tandem with collections in order to detect whether the collection or an item within the collection has changed. (#3005)
Fixed
- Fixed issue by adding null checks in NetworkVariableBase.CanClientReadandNetworkVariableBase.CanClientWritemethods to ensure safe access toNetworkBehaviour. (#3011)
- Fixed issue using collections within NetworkVariablewhere the collection would not detect changes to items or nested items. (#3005)
- Fixed issue where List,Dictionary, andHashSetcollections would not uniquely duplicate nested collections. (#3005)
- Fixed Issue where a state with dual triggers, inbound and outbound, could cause a false layer to layer state transition message to be sent to non-authority NetworkAnimatorinstances and cause a warning message to be logged. (#2999)
- Fixed issue where FixedStringSerializer<T>was usingNetworkVariableSerialization<byte>.AreEqualto determine if two bytes were equal causes an exception to be thrown due to no byte serializer having been defined. (#2992)
Changed
- Changed permissions exception thrown in NetworkListto exiting early with a logged error that is now a unified permissions message withinNetworkVariableBase. (#3005)
- Changed permissions exception thrown in NetworkVariable.Valueto exiting early with a logged error that is now a unified permissions message withinNetworkVariableBase. (#3005)
[1.10.0] - 2024-07-22
Added
- Added NetworkBehaviour.OnNetworkPreSpawnandNetworkBehaviour.OnNetworkPostSpawnmethods that provide the ability to handle pre and post spawning actions during theNetworkObjectspawn sequence. (#2906)
- Added a client-side only NetworkBehaviour.OnNetworkSessionSynchronizedconvenience method that is invoked on allNetworkBehaviours after a newly joined client has finished synchronizing with the network session in progress. (#2906)
- Added NetworkBehaviour.OnInSceneObjectsSpawnedconvenience method that is invoked when all in-sceneNetworkObjects have been spawned after a scene has been loaded or upon a host or server starting. (#2906)
Fixed
- Fixed issue where the realtime network stats monitor was not able to display RPC traffic in release builds due to those stats being only available in development builds or the editor. (#2980)
- Fixed issue where NetworkManager.ScenesLoadedwas not being updated ifPostSynchronizationSceneUnloadingwas set and any loaded scenes not used during synchronization were unloaded.(#2977)
- Fixed issue where internal delta serialization could not have a byte serializer defined when serializing deltas for other types. Added [GenerateSerializationForType(typeof(byte))]to both theNetworkVariableandAnticipatedNetworkVariableclasses to assure a byte serializer is defined. (#2953)
- Fixed issue with the client count not being correct on the host or server side when a client disconnects itself from a session. (#2941)
- Fixed issue with the host trying to send itself a message that it has connected when first starting up. (#2941)
- Fixed issue where in-scene placed NetworkObjects could be destroyed if a client disconnects early and/or before approval. (#2923)
- Fixed issue where NetworkDeltaPositionwould "jitter" periodically if both unreliable delta state updates and half-floats were used together. (#2922)
- Fixed issue where NetworkRigidbody2Dwould not properly change body type based on the instance's authority when spawned. (#2916)
- Fixed issue where a NetworkObjectcomponent's associatedNetworkBehaviourcomponents would not be detected if scene loading is disabled in the editor and the currently loaded scene has in-scene placedNetworkObjects. (#2906)
- Fixed issue where an in-scene placed NetworkObjectwithNetworkTransformthat is also parented under aGameObjectwould not properly synchronize when the parentGameObjecthad a world space position other than 0,0,0. (#2895)
Changed
[1.9.1] - 2024-04-18
Added
- Added AnticipatedNetworkVariable, which adds support for client anticipation of NetworkVariable values, allowing for more responsive gameplay (#2820) 
- Added AnticipatedNetworkTransform, which adds support for client anticipation of NetworkTransforms (#2820)
- 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 NetworkVariablewith the callback NetworkVariable .CheckExceedsDirtinessThreshold) (#2820) 
- 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. (#2820)
- Added virtual method NetworkVariableBase.OnInitialize() which can be used by NetworkVariable subclasses to add initialization code (#2820)
- Added virtual method NetworkVariableBase.Update(), which is called once per frame to support behaviors such as interpolation between an anticipated value and an authoritative one. (#2820)
- Added NetworkTime.TickWithPartial, which represents the current tick as a double that includes the fractional/partial tick value. (#2820)
- NetworkVariablenow includes built-in support for- NativeHashSet,- NativeHashMap,- List,- HashSet, and- Dictionary(#2813)
- NetworkVariablenow includes delta compression for collection values (- NativeList,- NativeArray,- NativeHashSet,- NativeHashMap,- List,- HashSet,- Dictionary, and- FixedStringtypes) to save bandwidth by only sending the values that changed. (Note: For- NativeList,- NativeArray, and- List, this algorithm works differently than that used in- NetworkList. This algorithm will use less bandwidth for "set" and "add" operations, but- NetworkListis more bandwidth-efficient if you are performing frequent "insert" operations.) (#2813)
- UserNetworkVariableSerializationnow has optional callbacks for- WriteDeltaand- ReadDelta. If both are provided, they will be used for all serialization operations on NetworkVariables of that type except for the first one for each client. If either is missing, the existing- Writeand- Readwill always be used. (#2813)
- Network variables wrapping INetworkSerializabletypes can perform delta serialization by settingUserNetworkVariableSerialization<T>.WriteDeltaandUserNetworkVariableSerialization<T>.ReadDeltafor those types. The built-inINetworkSerializableserializer will continue to be used for all other serialization operations, but if those callbacks are set, it will call into them on all but the initial serialization to perform delta serialization. (This could be useful if you have a large struct where most values do not change regularly and you want to send only the fields that did change.) (#2813)
Fixed
- Fixed issue where NetworkTransformEditor would throw and exception if you excluded the physics package. (#2871)
- Fixed issue where NetworkTransformcould not properly synchronize its base position when using half float precision. (#2845)
- Fixed issue where the host was not invoking OnClientDisconnectCallbackfor its own local client when internally shutting down. (#2822)
- Fixed issue where NetworkTransform could potentially attempt to "unregister" a named message prior to it being registered. (#2807)
- Fixed issue where in-scene placed NetworkObjects with complex nested childrenNetworkObjects (more than one child in depth) would not synchronize properly if WorldPositionStays was set to true. (#2796)
Changed
- Changed NetworkObjectReferenceandNetworkBehaviourReferenceto allow null references when constructing and serializing. (#2874)
- Changed NetworkAnimatorno longer requires theAnimatorcomponent to exist on the sameGameObject. (#2872)
- Changed NetworkTransformto now useNetworkTransformMessageas opposed to named messages for NetworkTransformState updates. (#2810)
- Changed CustomMessageManagerso it no longer attempts to register or "unregister" a null or empty string and will log an error if this condition occurs. (#2807)
[1.8.1] - 2024-02-05
Fixed
- Fixed a compile error when compiling for IL2CPP targets when using the new [Rpc]attribute. (#2824)
[1.8.0] - 2023-12-12
Added
- Added a new RPC attribute, which is simply Rpc. (#2762)- This is a generic attribute that can perform the functions of both Server and Client RPCs, as well as enabling client-to-client RPCs. Includes several default targets: Server,NotServer,Owner,NotOwner,Me,NotMe,ClientsAndHost, andEveryone. Runtime overrides are available for any of these targets, as well as for sending to a specific ID or groups of IDs.
- This attribute also includes the ability to defer RPCs that are sent to the local process to the start of the next frame instead of executing them immediately, treating them as if they had gone across the network. The default behavior is to execute immediately.
- This attribute effectively replaces ServerRpcandClientRpc.ServerRpcandClientRpcremain in their existing forms for backward compatibility, butRpcwill be the recommended and most supported option.
 
- This is a generic attribute that can perform the functions of both Server and Client RPCs, as well as enabling client-to-client RPCs. Includes several default targets: 
- Added NetworkManager.OnConnectionEventas a unified connection event callback to notify clients and servers of all client connections and disconnections within the session (#2762)
- Added NetworkManager.ServerIsHostandNetworkBehaviour.ServerIsHostto allow a client to tell if it is connected to a host or to a dedicated server (#2762)
- Added SceneEventProgress.SceneManagementNotEnabledreturn status to be returned when aNetworkSceneManagermethod is invoked and scene management is not enabled. (#2735)
- Added SceneEventProgress.ServerOnlyActionreturn status to be returned when aNetworkSceneManagermethod is invoked by a client. (#2735)
- Added NetworkObject.InstantiateAndSpawnandNetworkSpawnManager.InstantiateAndSpawnmethods to simplify prefab spawning by assuring that the prefab is valid and applies any override prior to instantiating theGameObjectand spawning theNetworkObjectinstance. (#2710)
Fixed
- Fixed issue where a client disconnected by a server-host would not receive a local notification. (#2789)
- Fixed issue where a server-host could shutdown during a relay connection but periodically the transport disconnect message sent to any connected clients could be dropped. (#2789)
- Fixed issue where a host could disconnect its local client but remain running as a server. (#2789)
- Fixed issue where OnClientDisconnectedCallbackwas not being invoked under certain conditions. (#2789)
- Fixed issue where OnClientDisconnectedCallbackwas always returning 0 as the client identifier. (#2789)
- Fixed issue where if a host or server shutdown while a client owned NetworkObjects (other than the player) it would throw an exception. (#2789)
- Fixed issue where setting values on a NetworkVariableorNetworkListwithinOnNetworkDespawnduring a shutdown sequence would throw an exception. (#2789)
- Fixed issue where a teleport state could potentially be overridden by a previous unreliable delta state. (#2777)
- Fixed issue where NetworkTransformwas using theNetworkManager.ServerTime.Tickas opposed toNetworkManager.NetworkTickSystem.ServerTime.Tickduring the authoritative side's tick update where it performed a delta state check. (#2777)
- Fixed issue where a parented in-scene placed NetworkObject would be destroyed upon a client or server exiting a network session but not unloading the original scene in which the NetworkObject was placed. (#2737)
- Fixed issue where during client synchronization and scene loading, when client synchronization or the scene loading mode are set to LoadSceneMode.Single, aCreateObjectMessagecould be received, processed, and the resultant spawnedNetworkObjectcould be instantiated in the client's currently active scene that could, towards the end of the client synchronization or loading process, be unloaded and cause the newly createdNetworkObjectto be destroyed (and throw and exception). (#2735)
- Fixed issue where a NetworkTransforminstance with interpolation enabled would result in wide visual motion gaps (stuttering) under above normal latency conditions and a 1-5% or higher packet are drop rate. (#2713)
- Fixed issue where you could not have multiple source network prefab overrides targeting the same network prefab as their override. (#2710)
Changed
- Changed the server or host shutdown so it will now perform a "soft shutdown" when NetworkManager.Shutdownis invoked. This will send a disconnect notification to all connected clients and the server-host will wait for all connected clients to disconnect or timeout after a 5 second period before completing the shutdown process. (#2789)
- Changed OnClientDisconnectedCallbackwill now return the assigned client identifier on the local client side if the client was approved and assigned one prior to being disconnected. (#2789)
- Changed NetworkTransform.SetState(and related methods) now are cumulative during a fractional tick period and sent on the next pending tick. (#2777)
- NetworkManager.ConnectedClientsIdsis now accessible on the client side and will contain the list of all clients in the session, including the host client if the server is operating in host mode (#2762)
- Changed NetworkSceneManagerto return aSceneEventProgressstatus and not throw exceptions for methods invoked when scene management is disabled and when a client attempts to access aNetworkSceneManagermethod by a client. (#2735)
- Changed NetworkTransformauthoritative instance tick registration so a singleNetworkTransformspecific tick event update will update all authoritative instances to improve perofmance. (#2713)
- Changed NetworkPrefabs.OverrideToNetworkPrefabdictionary is no longer used/populated due to it ending up being related to a regression bug and not allowing more than one override to be assigned to a network prefab asset. (#2710)
- Changed in-scene placed NetworkObjects now store their source network prefab asset'sGlobalObjectIdHashinternally that is used, when scene management is disabled, by clients to spawn the correct prefab even if theNetworkPrefabentry has an override. This does not impact dynamically spawning the same prefab which will yield the override on both host and client. (#2710)
- Changed in-scene placed NetworkObjects no longer require aNetworkPrefabentry withGlobalObjectIdHashoverride in order for clients to properly synchronize. (#2710)
- Changed in-scene placed NetworkObjects now set theirIsSceneObjectvalue when generating theirGlobalObjectIdHashvalue. (#2710)
- Changed the default NetworkConfig.SpawnTimeoutvalue from 1.0s to 10.0s. (#2710)
[1.7.1] - 2023-11-15
Added
Fixed
- Fixed a bug where having a class with Rpcs that inherits from a class without Rpcs that inherits from NetworkVariable would cause a compile error. (#2751)
- Fixed issue where NetworkBehaviour.Synchronizewas not truncating the write buffer if nothing was serialized duringNetworkBehaviour.OnSynchronizecausing an additional 6 bytes to be written perNetworkBehaviourcomponent instance. (#2749)
[1.7.0] - 2023-10-11
Added
- exposed NetworkObject.GetNetworkBehaviourAtOrderIndex as a public API (#2724)
- Added context menu tool that provides users with the ability to quickly update the GlobalObjectIdHash value for all in-scene placed prefab instances that were created prior to adding a NetworkObject component to it. (#2707)
- Added methods NetworkManager.SetPeerMTU and NetworkManager.GetPeerMTU to be able to set MTU sizes per-peer (#2676)
- Added GenerateSerializationForGenericParameterAttribute, which can be applied to user-created Network Variable types to ensure the codegen generates serialization for the generic types they wrap. (#2694)
- Added GenerateSerializationForTypeAttribute, which can be applied to any class or method to ensure the codegen generates serialization for the specific provided type. (#2694)
- Exposed NetworkVariableSerialization<T>.Read,NetworkVariableSerialization<T>.Write,NetworkVariableSerialization<T>.AreEqual, andNetworkVariableSerialization<T>.Duplicateto further support the creation of user-created network variables by allowing users to access the generated serialization methods and serialize generic types efficiently without boxing. (#2694)
- Added NetworkVariableBase.MarkNetworkBehaviourDirtyso that user-created network variable types can mark their containingNetworkBehaviourto be processed by the update loop. (#2694)
Fixed
- Fixed issue where the server side NetworkSceneManagerinstance was not adding the currently active scene to its list of scenes loaded. (#2723)
- Generic NetworkBehaviour types no longer result in compile errors or runtime errors (#2720)
- Rpcs within Generic NetworkBehaviour types can now serialize parameters of the class's generic types (but may not have generic types of their own) (#2720)
- Errors are no longer thrown when entering play mode with domain reload disabled (#2720)
- NetworkSpawn is now correctly called each time when entering play mode with scene reload disabled (#2720)
- NetworkVariables of non-integer types will no longer break the inspector (#2714)
- NetworkVariables with NonSerializedAttribute will not appear in the inspector (#2714)
- Fixed issue where UnityTransportwould attempt to establish WebSocket connections even if using UDP/DTLS Relay allocations when the build target was WebGL. This only applied to working in the editor since UDP/DTLS can't work in the browser. (#2695)
- Fixed issue where a NetworkBehaviourcomponent'sOnNetworkDespawnwas not being invoked on the host-server side for an in-scene placedNetworkObjectwhen a scene was unloaded (during a scene transition) and theNetworkBehaviourcomponent was positioned/ordered before theNetworkObjectcomponent. (#2685)
- Fixed issue where SpawnWithObserverswas not being honored whenNetworkConfig.EnableSceneManagementwas disabled. (#2682)
- Fixed issue where NetworkAnimatorwas not internally tracking changes to layer weights which prevented proper layer weight synchronization back to the original layer weight value. (#2674)
- Fixed "writing past the end of the buffer" error when calling ResetDirty() on managed network variables that are larger than 256 bytes when serialized. (#2670)
- Fixed issue where generation of the DefaultNetworkPrefabsasset was not enabled by default. (#2662)
- Fixed issue where the GlobalObjectIdHashvalue could be updated but the asset not marked as dirty. (#2662)
- Fixed issue where the GlobalObjectIdHashvalue of a (network) prefab asset could be assigned an incorrect value when editing the prefab in a temporary scene. (#2662)
- Fixed issue where the GlobalObjectIdHashvalue generated after creating a (network) prefab from an object constructed within the scene would not be the correct final value in a stand alone build. (#2662)
Changed
- Updated dependency on com.unity.transportto version 1.4.0. (#2716)
[1.6.0] - 2023-08-09
Added
- Added a protected virtual method NetworkTransform.OnInitialize(ref NetworkTransformState replicatedState)that just returns the replicated state reference.
Fixed
- Fixed issue where invoking NetworkManager.ShutdownwithinNetworkManager.OnClientStoppedorNetworkManager.OnServerStoppedwould forceNetworkManager.ShutdownInProgressto remain true after completing the shutdown process. (#2661)
- Fixed issue where ARMv7 Android builds would crash when trying to validate the batch header. (#2654)
- Fixed issue with client synchronization of position when using half precision and the delta position reaches the maximum value and is collapsed on the host prior to being forwarded to the non-owner clients. (#2636)
- Fixed issue with scale not synchronizing properly depending upon the spawn order of NetworkObjects. (#2636)
- Fixed issue position was not properly transitioning between ownership changes with an owner authoritative NetworkTransform. (#2636)
- Fixed issue where a late joining non-owner client could update an owner authoritative NetworkTransform if ownership changed without any updates to position prior to the non-owner client joining. (#2636)
Changed
[1.5.2] - 2023-07-24
Added
Fixed
- Bumped minimum Unity version supported to 2021.3 LTS
- Fixed issue where NetworkClient.OwnedObjectswas not returning any owned objects due to theNetworkClient.IsConnectednot being properly set. (#2631)
- Fixed a crash when calling TrySetParent with a null Transform (#2625)
- Fixed issue where a NetworkTransformusing full precision state updates was losing transform state updates when interpolation was enabled. (#2624)
- Fixed issue where NetworkObject.SpawnWithObserverswas not being honored for late joining clients. (#2623)
- Fixed issue where invoking NetworkManager.Shutdownmultiple times, depending upon the timing, could cause an exception. (#2622)
- Fixed issue where removing ownership would not notify the server that it gained ownership. This also resolves the issue where an owner authoritative NetworkTransform would not properly initialize upon removing ownership from a remote client. (#2618)
- Fixed ILPP issues when using CoreCLR and for certain dedicated server builds. (#2614)
- Fixed an ILPP compile error when creating a generic NetworkBehaviour singleton with a static T instance. (#2603)
Changed
[1.5.1] - 2023-06-07
Added
- Added support for serializing NativeArray<>andNativeList<>inFastBufferReader/FastBufferWriter,BufferSerializer,NetworkVariable, and RPCs. (To useNativeList<>, addUNITY_NETCODE_NATIVE_COLLECTION_SUPPORTto your Scripting Define Symbols inProject Settings > Player) (#2375)
- The location of the automatically-created default network prefab list can now be configured (#2544)
- Added: Message size limits (max single message and max fragmented message) can now be set using NetworkManager.MaximumTransmissionUnitSize and NetworkManager.MaximumFragmentedMessageSize for transports that don't work with the default values (#2530)
- Added NetworkObject.SpawnWithObserversproperty (default is true) that when set to false will spawn aNetworkObjectwith no observers and will not be spawned on any client untilNetworkObject.NetworkShowis invoked. (#2568)
Fixed
- Fixed: Fixed a null reference in codegen in some projects (#2581)
- Fixed issue where the OnClientDisconnectedclient identifier was incorrect after a pending client connection was denied. (#2569)
- Fixed warning "Runtime Network Prefabs was not empty at initialization time." being erroneously logged when no runtime network prefabs had been added (#2565)
- Fixed issue where some temporary debug console logging was left in a merged PR. (#2562)
- Fixed the "Generate Default Network Prefabs List" setting not loading correctly and always reverting to being checked. (#2545)
- Fixed issue where users could not use NetworkSceneManager.VerifySceneBeforeLoading to exclude runtime generated scenes from client synchronization. (#2550)
- Fixed missing value on NetworkListEventforEventType.RemoveAtevents. (#2542,#2543)
- Fixed issue where parenting a NetworkTransform under a transform with a scale other than Vector3.one would result in incorrect values on non-authoritative instances. (#2538)
- Fixed issue where a server would include scene migrated and then despawned NetworkObjects to a client that was being synchronized. (#2532)
- Fixed the inspector throwing exceptions when attempting to render NetworkVariables of enum types. (#2529)
- Making a NetworkVariablewith anINetworkSerializabletype that doesn't meet thenew()constraint will now create a compile-time error instead of an editor crash (#2528)
- Fixed Multiplayer Tools package installation docs page link on the NetworkManager popup. (#2526)
- Fixed an exception and error logging when two different objects are shown and hidden on the same frame (#2524)
- Fixed a memory leak in UnityTransportthat occurred ifStartClientfailed. (#2518)
- Fixed issue where a client could throw an exception if abruptly disconnected from a network session with one or more spawned NetworkObject(s). (#2510)
- Fixed issue where invalid endpoint addresses were not being detected and returning false from NGO UnityTransport. (#2496)
- Fixed some errors that could occur if a connection is lost and the loss is detected when attempting to write to the socket. (#2495)
Changed
- Adding network prefabs before NetworkManager initialization is now supported. (#2565)
- Connecting clients being synchronized now switch to the server's active scene before spawning and synchronizing NetworkObjects. (#2532)
- Updated UnityTransportdependency oncom.unity.transportto 1.3.4. (#2533)
- Improved performance of NetworkBehaviour initialization by replacing reflection when initializing NetworkVariables with compile-time code generation, which should help reduce hitching during additive scene loads. (#2522)
[1.4.0] - 2023-04-10
Added
- Added a way to access the GlobalObjectIdHash via PrefabIdHash for use in the Connection Approval Callback. (#2437)
- Added OnServerStartedandOnServerStoppedevents that will trigger only on the server (or host player) to notify that the server just started or is no longer active (#2420)
- Added OnClientStartedandOnClientStoppedevents that will trigger only on the client (or host player) to notify that the client just started or is no longer active (#2420)
- Added NetworkTransform.UseHalfFloatPrecisionproperty that, when enabled, will use half float values for position, rotation, and scale. This yields a 50% bandwidth savings a the cost of precision. (#2388)
- Added NetworkTransform.UseQuaternionSynchronizationproperty that, when enabled, will synchronize the entire quaternion. (#2388)
- Added NetworkTransform.UseQuaternionCompressionproperty that, when enabled, will use a smallest three implementation reducing a full quaternion synchronization update to the size of an unsigned integer. (#2388)
- Added NetworkTransform.SlerpPositionproperty that, when enabled along with interpolation being enabled, will interpolate usingVector3.Slerp. (#2388)
- Added BufferedLinearInterpolatorVector3that replaces the float version, is now used byNetworkTransform, and provides the ability to enable or disableSlerp. (#2388)
- Added HalfVector3used for scale when half float precision is enabled. (#2388)
- Added HalfVector4used for rotation when half float precision and quaternion synchronization is enabled. (#2388)
- Added HalfVector3DeltaPositionused for position when half float precision is enabled. This handles loss in position precision by updating only the delta position as opposed to the full position. (#2388)
- Added NetworkTransform.GetSpaceRelativePositionandNetworkTransform.GetSpaceRelativeRotationhelper methods to return the proper values depending upon whether local or world space. (#2388)
- Added NetworkTransform.OnAuthorityPushTransformStatevirtual method that is invoked just prior to sending theNetworkTransformStateto non-authoritative instances. This provides users with the ability to obtain more precise delta values for prediction related calculations. (#2388)
- Added NetworkTransform.OnNetworkTransformStateUpdatedvirtual method that is invoked just after the authoritativeNetworkTransformStateis applied. This provides users with the ability to obtain more precise delta values for prediction related calculations. (#2388)
- Added NetworkTransform.OnInitializevirtual method that is invoked after theNetworkTransformhas been initialized or re-initialized when ownership changes. This provides for a way to make adjustments whenNetworkTransformis initialized (i.e. resetting client prediction etc) (#2388)
- Added NetworkObject.SynchronizeTransformproperty (default is true) that provides users with another way to help with bandwidth optimizations where, when set to false, theNetworkObject's associated transform will not be included when spawning and/or synchronizing late joining players. (#2388)
- Added NetworkSceneManager.ActiveSceneSynchronizationEnabledproperty, disabled by default, that enables client synchronization of server-side active scene changes. (#2383)
- Added NetworkObject.ActiveSceneSynchronization, disabled by default, that will automatically migrate aNetworkObjectto a newly assigned active scene. (#2383)
- Added NetworkObject.SceneMigrationSynchronization, enabled by default, that will synchronize client(s) when aNetworkObjectis migrated into a new scene on the server side viaSceneManager.MoveGameObjectToScene. (#2383)
Changed
- Made sure the CheckObjectVisibilitydelegate is checked and applied, uponNetworkShowattempt. Found while supporting (#2454), although this is not a fix for this (already fixed) issue. (#2463)
- Changed NetworkTransformauthority handles delta checks on each new network tick and no longer consumes processing cycles checking for deltas for all frames in-between ticks. (#2388)
- Changed the NetworkTransformStatestructure is now public and now has public methods that provide access to key properties of theNetworkTransformStatestructure. (#2388)
- Changed NetworkTransforminterpolation adjusts its interpolation "ticks ago" to be 2 ticks latent if it is owner authoritative and the instance is not the server or 1 tick latent if the instance is the server and/or is server authoritative. (#2388)
- Updated NetworkSceneManagerto migrate dynamically spawnedNetworkObjects withDestroyWithSceneset to false into the active scene if their current scene is unloaded. (#2383)
- Updated the server to synchronize its local NetworkSceneManager.ClientSynchronizationModeduring the initial client synchronization. (#2383)
Fixed
- Fixed issue where during client synchronization the synchronizing client could receive a ObjectSceneChanged message before the client-side NetworkObject instance had been instantiated and spawned. (#2502)
- Fixed issue where NetworkAnimatorwas building client RPC parameters to exclude the host from sending itself messages but was not including it in the ClientRpc parameters. (#2492)
- Fixed issue where NetworkAnimatorwas not properly detecting and synchronizing cross fade initiated transitions. (#2481)
- Fixed issue where NetworkAnimatorwas not properly synchronizing animation state updates. (#2481)
- Fixed float NetworkVariables not being rendered properly in the inspector of NetworkObjects. (#2441)
- Fixed an issue where Named Message Handlers could remove themselves causing an exception when the metrics tried to access the name of the message.(#2426)
- Fixed registry of public NetworkVariables in derivedNetworkBehaviours (#2423)
- Fixed issue where runtime association of Animatorproperties toAnimationCurves would causeNetworkAnimatorto attempt to update those changes. (#2416)
- Fixed issue where NetworkAnimatorwould not check if its associatedAnimatorwas valid during serialization and would spam exceptions in the editor console. (#2416)
- Fixed issue with a child's rotation rolling over when interpolation is enabled on a NetworkTransform. Now using half precision or full quaternion synchronization will always update all axis. (#2388)
- Fixed issue where NetworkTransformwas not setting the teleport flag when theNetworkTransform.InLocalSpacevalue changed. This issue only impactedNetworkTransformwhen interpolation was enabled. (#2388)
- Fixed issue when the NetworkSceneManager.ClientSynchronizationModeisLoadSceneMode.Additiveand the server changes the currently active scene prior to a client connecting then upon a client connecting and being synchronized the NetworkSceneManager would clear its internal ScenePlacedObjects list that could already be populated. (#2383)
- Fixed issue where a client would load duplicate scenes of already preloaded scenes during the initial client synchronization and NetworkSceneManager.ClientSynchronizationModewas set toLoadSceneMode.Additive. (#2383)
[1.3.1] - 2023-03-27
Added
- Added detection and graceful handling of corrupt packets for additional safety. (#2419)
Changed
- The UTP component UI has been updated to be more user-friendly for new users by adding a simple toggle to switch between local-only (127.0.0.1) and remote (0.0.0.0) binding modes, using the toggle "Allow Remote Connections" (#2408)
- Updated UnityTransportdependency oncom.unity.transportto 1.3.3. (#2450)
- NetworkShow()of- NetworkObjects are delayed until the end of the frame to ensure consistency of delta-driven variables like- NetworkList.
- Dirty NetworkObjectare reset at end-of-frame and not at serialization time.
- NetworkHide()of an object that was just- NetworkShow()n produces a warning, as remote clients will not get a spawn/despawn pair.
- Renamed the NetworkTransform.SetState parameter shouldGhostsInterpolatetoteleportDisabledfor better clarity of what that parameter does. (#2228)
- Network prefabs are now stored in a ScriptableObject that can be shared between NetworkManagers, and have been exposed for public access. By default, a Default Prefabs List is created that contains all NetworkObject prefabs in the project, and new NetworkManagers will default to using that unless that option is turned off in the Netcode for GameObjects settings. Existing NetworkManagers will maintain their existing lists, which can be migrated to the new format via a button in their inspector. (#2322)
Fixed
- Fixed issue where changes to a layer's weight would not synchronize unless a state transition was occurring.(#2399)
- Fixed issue where NetworkManager.LocalClientIdwas returning theNetworkTransport.ServerClientIdas opposed to theNetworkManager.m_LocalClientId. (#2398)
- Fixed issue where a dynamically spawned NetworkObjectparented under an in-scene placedNetworkObjectwould have itsInScenePlacedvalue changed totrue. This would result in a soft synchronization error for late joining clients. (#2396)
- Fixed a UTP test that was failing when you install Unity Transport package 2.0.0 or newer. (#2347)
- Fixed issue where NetcodeSettingsProviderwould throw an exception in Unity 2020.3.x versions. (#2345)
- Fixed server side issue where, depending upon component ordering, some NetworkBehaviour components might not have their OnNetworkDespawn method invoked if the client side disconnected. (#2323)
- Fixed a case where data corruption could occur when using UnityTransport when reaching a certain level of send throughput. (#2332)
- Fixed an issue in UnityTransportwhere an exception would be thrown if starting a Relay host/server on WebGL. This exception should only be thrown if using direct connections (where WebGL can't act as a host/server). (#2321)
- Fixed NetworkAnimatorissue where it was not checking forAnimatorStateTtansition.destinationStateMachineand any possible sub-states defined within it. (#2309)
- Fixed NetworkAnimatorissue where the host client was receiving the ClientRpc animation updates when the host was the owner.(#2309)
- Fixed NetworkAnimatorissue with using pooled objects and when specific properties are cleaned during despawn and destroy.(#2309)
- Fixed issue where NetworkAnimatorwas checking for animation changes when the associatedNetworkObjectwas not spawned.(#2309)
- Corrected an issue with the documentation for BufferSerializer (#2401)
[1.2.0] - 2022-11-21
Added
- Added protected method NetworkBehaviour.OnSynchronizewhich is invoked during the initialNetworkObjectsynchronization process. This provides users the ability to include custom serialization information that will be applied to theNetworkBehaviourprior to theNetworkObjectbeing spawned. (#2298)
- Added support for different versions of the SDK to talk to each other in circumstances where changes permit it. Starting with this version and into future versions, patch versions should be compatible as long as the minor version is the same. (#2290)
- Added NetworkObjectauto-add helper and Multiplayer Tools install reminder settings to Project Settings. (#2285)
- Added public string DisconnectReasongetter toNetworkManagerandstring ReasontoConnectionApprovalResponse. Allows connection approval to communicate back a reason. Also addedpublic void DisconnectClient(ulong clientId, string reason)allowing setting a disconnection reason, when explicitly disconnecting a client. (#2280)
Changed
- Changed 3rd-party XXHash(32 & 64) implementation with an in-house reimplementation (#2310)
- When NetworkConfig.EnsureNetworkVariableLengthSafetyis disabledNetworkVariablefields do not write the additionalushortsize value (which helps to reduce the total synchronization message size), but when enabled it still writes the additionalushortvalue. (#2298)
- Optimized bandwidth usage by encoding most integer fields using variable-length encoding. (#2276)
Fixed
- Fixed IsSpawnedObjectsPendingInDontDestroyOnLoadis only set to true when loading a scene usingLoadSceneMode.Singleonly. (#2330)
- Fixed issue where NetworkTransformcomponents nested under a parent with aNetworkObjectcomponent (i.e. network prefab) would not have their associatedGameObject's transform synchronized. (#2298)
- Fixed issue where NetworkObjects that failed to instantiate could cause the entire synchronization pipeline to be disrupted/halted for a connecting client. (#2298)
- Fixed issue where in-scene placed NetworkObjects nested under aGameObjectwould be added to the orphaned children list causing continual console warning log messages. (#2298)
- Custom messages are now properly received by the local client when they're sent while running in host mode. (#2296)
- Fixed issue where the host would receive more than one event completed notification when loading or unloading a scene only when no clients were connected. (#2292)
- Fixed an issue in UnityTransportwhere an error would be logged if the 'Use Encryption' flag was enabled with a Relay configuration that used a secure protocol. (#2289)
- Fixed issue where in-scene placed NetworkObjectswere not honoring theAutoObjectParentSyncproperty. (#2281)
- Fixed the issue where NetworkManager.OnClientConnectedCallbackwas being invoked before in-scene placedNetworkObjects had been spawned when startingNetworkManageras a host. (#2277)
- Creating a FastBufferReaderwithAllocator.Nonewill not result in extra memory being allocated for the buffer (since it's owned externally in that scenario). (#2265)
Removed
- Removed the NetworkObjectauto-add and Multiplayer Tools install reminder settings from the Menu interface. (#2285)
[1.1.0] - 2022-10-21
Added
- Added NetworkManager.IsApprovedflag that is set totruea client has been approved.(#2261)
- UnityTransportnow provides a way to set the Relay server data directly from the- RelayServerDatastructure (provided by the Unity Transport package) throuh its- SetRelayServerDatamethod. This allows making use of the new APIs in UTP 1.3 that simplify integration of the Relay SDK. (#2235)
- IPv6 is now supported for direct connections when using UnityTransport. (#2232)
- Added WebSocket support when using UTP 2.0 with UseWebSocketsproperty in theUnityTransportcomponent of theNetworkManagerallowing to pick WebSockets for communication. When building for WebGL, this selection happens automatically. (#2201)
- Added position, rotation, and scale to the ParentSyncMessagewhich provides users the ability to specify the final values on the server-side whenOnNetworkObjectParentChangedis invoked just before the message is created (when theTransformvalues are applied to the message). (#2146)
- Added NetworkObject.TryRemoveParentmethod for convenience purposes opposed to having to cast null to eitherGameObjectorNetworkObject. (#2146)
Changed
- Updated UnityTransportdependency oncom.unity.transportto 1.3.0. (#2231)
- The send queues of UnityTransportare now dynamically-sized. This means that there shouldn't be any need anymore to tweak the 'Max Send Queue Size' value. In fact, this field is now removed from the inspector and will not be serialized anymore. It is still possible to set it manually using theMaxSendQueueSizeproperty, but it is not recommended to do so aside from some specific needs (e.g. limiting the amount of memory used by the send queues in very constrained environments). (#2212)
- As a consequence of the above change, the UnityTransport.InitialMaxSendQueueSizefield is now deprecated. There is no default value anymore since send queues are dynamically-sized. (#2212)
- The debug simulator in UnityTransportis now non-deterministic. Its random number generator used to be seeded with a constant value, leading to the same pattern of packet drops, delays, and jitter in every run. (#2196)
- NetworkVariable<>now supports managed- INetworkSerializabletypes, as well as other managed types with serialization/deserialization delegates registered to- UserNetworkVariableSerialization<T>.WriteValueand- UserNetworkVariableSerialization<T>.ReadValue(#2219)
- NetworkVariable<>and- BufferSerializer<BufferSerializerReader>now deserialize- INetworkSerializabletypes in-place, rather than constructing new ones. (#2219)
Fixed
- Fixed NetworkManager.ApprovalTimeoutwill not timeout due to slower client synchronization times as it now uses the addedNetworkManager.IsApprovedflag to determined if the client has been approved or not.(#2261)
- Fixed issue caused when changing ownership of objects hidden to some clients (#2242)
- Fixed issue where an in-scene placed NetworkObject would not invoke NetworkBehaviour.OnNetworkSpawn if the GameObject was disabled when it was despawned. (#2239)
- Fixed issue where clients were not rebuilding the NetworkConfighash value for each unique connection request. (#2226)
- Fixed the issue where player objects were not taking the DontDestroyWithOwnerproperty into consideration when a client disconnected. (#2225)
- Fixed issue where SceneEventProgresswould not complete if a client late joins while it is still in progress. (#2222)
- Fixed issue where SceneEventProgresswould not complete if a client disconnects. (#2222)
- Fixed issues with detecting if a SceneEventProgresshas timed out. (#2222)
- Fixed issue #1924 where UnityTransportwould fail to restart after a first failure (even if what caused the initial failure was addressed). (#2220)
- Fixed issue where NetworkTransform.SetStateServerRpcandNetworkTransform.SetStateClientRpcwere not honoring local vs world space settings when applying the position and rotation. (#2203)
- Fixed ILPP TypeLoadExceptionon WebGL on MacOS Editor and potentially other platforms. (#2199)
- Implicit conversion of NetworkObjectReference to GameObject will now return null instead of throwing an exception if the referenced object could not be found (i.e., was already despawned) (#2158)
- Fixed warning resulting from a stray NetworkAnimator.meta file (#2153)
- Fixed Connection Approval Timeout not working client side. (#2164)
- Fixed issue where the WorldPositionStaysparenting parameter was not being synchronized with clients. (#2146)
- Fixed issue where parented in-scene placed NetworkObjects would fail for late joining clients. (#2146)
- Fixed issue where scale was not being synchronized which caused issues with nested parenting and scale when WorldPositionStayswas true. (#2146)
- Fixed issue with NetworkTransform.ApplyTransformToNetworkStateWithInfowhere it was not honoring axis sync settings whenNetworkTransformState.IsTeleportingNextFramewas true. (#2146)
- Fixed issue with NetworkTransform.TryCommitTransformToServerwhere it was not honoring theInLocalSpacesetting. (#2146)
- Fixed ClientRpcs always reporting in the profiler view as going to all clients, even when limited to a subset of clients by ClientRpcParams. (#2144)
- Fixed RPC codegen failing to choose the correct extension methods for FastBufferReaderandFastBufferWriterwhen the parameters were a generic type (i.e., List) and extensions for multiple instantiations of that type have been defined (i.e., List and List ) (#2142) 
- Fixed the issue where running a server (i.e. not host) the second player would not receive updates (unless a third player joined). (#2127)
- Fixed issue where late-joining client transition synchronization could fail when more than one transition was occurring.(#2127)
- Fixed throwing an exception in OnNetworkUpdatecausing otherOnNetworkUpdatecalls to not be executed. (#1739)
- Fixed synchronization when Time.timeScale is set to 0. This changes timing update to use unscaled deltatime. Now network updates rate are independent from the local time scale. (#2171)
- Fixed not sending all NetworkVariables to all clients when a client connects to a server. (#1987)
- Fixed IsOwner/IsOwnedByServer being wrong on the server after calling RemoveOwnership (#2211)
[1.0.2] - 2022-09-12
Fixed
- Fixed issue where NetworkTransformwas not honoring the InLocalSpace property on the authority side during OnNetworkSpawn. (#2170)
- Fixed issue where NetworkTransformwas not ending extrapolation for the previous state causing non-authoritative instances to become out of synch. (#2170)
- Fixed issue where NetworkTransformwas not continuing to interpolate for the remainder of the associated tick period. (#2170)
- Fixed issue during NetworkTransform.OnNetworkSpawnfor non-authoritative instances where it was initializing interpolators with the replicated network state which now only contains the transform deltas that occurred during a network tick and not the entire transform state. (#2170)
[1.0.1] - 2022-08-23
Changed
- Changed version to 1.0.1. (#2131)
- Updated dependency on com.unity.transportto 1.2.0. (#2129)
- When using UnityTransport, reliable payloads are now allowed to exceed the configured 'Max Payload Size'. Unreliable payloads remain bounded by this setting. (#2081)
- Performance improvements for cases with large number of NetworkObjects, by not iterating over all unchanged NetworkObjects
Fixed
- Fixed an issue where reading/writing more than 8 bits at a time with BitReader/BitWriter would write/read from the wrong place, returning and incorrect result. (#2130)
- Fixed issue with the internal NetworkTransformState.m_Bitsetflag not getting cleared upon the next tick advancement. (#2110)
- Fixed interpolation issue with NetworkTransform.Teleport. (#2110)
- Fixed issue where the authoritative side was interpolating its transform. (#2110)
- Fixed Owner-written NetworkVariable infinitely write themselves (#2109)
- Fixed NetworkList issue that showed when inserting at the very end of a NetworkList (#2099)
- Fixed issue where a client owner of a NetworkVariablewith both owner read and write permissions would not update the server side when changed. (#2097)
- Fixed issue when attempting to spawn a parent GameObject, withNetworkObjectcomponent attached, that has one or more childGameObjects, that are inactive in the hierarchy, withNetworkBehaviourcomponents it will no longer attempt to spawn the associatedNetworkBehaviour(s) or invoke ownership changed notifications but will log a warning message. (#2096)
- Fixed an issue where destroying a NetworkBehaviour would not deregister it from the parent NetworkObject, leading to exceptions when the parent was later destroyed. (#2091)
- Fixed issue where NetworkObject.NetworkHidewas despawning and destroying, as opposed to only despawning, in-scene placedNetworkObjects. (#2086)
- Fixed NetworkAnimatorsynchronizing transitions twice due to it detecting the change in animation state once a transition is started by a trigger. (#2084)
- Fixed issue where NetworkAnimatorwould not synchronize a looping animation for late joining clients if it was at the very end of its loop. (#2076)
- Fixed issue where NetworkAnimatorwas not removing its subscription fromOnClientConnectedCallbackwhen despawned during the shutdown sequence. (#2074)
- Fixed IsServer and IsClient being set to false before object despawn during the shutdown sequence. (#2074)
- Fixed NetworkList Value event on the server. PreviousValue is now set correctly when a new value is set through property setter. (#2067)
- Fixed NetworkLists not populating on client. NetworkList now uses the most recent list as opposed to the list at the end of previous frame, when sending full updates to dynamically spawned NetworkObject. The difference in behaviour is required as scene management spawns those objects at a different time in the frame, relative to updates. (#2062)
[1.0.0] - 2022-06-27
Changed
- Changed version to 1.0.0. (#2046)
[1.0.0-pre.10] - 2022-06-21
Added
- Added a new OnTransportFailurecallback toNetworkManager. This callback is invoked when the manager'sNetworkTransportencounters an unrecoverable error. Transport failures also cause theNetworkManagerto shut down. Currently, this is only used byUnityTransportto signal a timeout of its connection to the Unity Relay servers. (#1994)
- Added NetworkEvent.TransportFailure, which can be used by implementations ofNetworkTransportto signal toNetworkManagerthat an unrecoverable error was encountered. (#1994)
- Added test to ensure a warning occurs when nesting NetworkObjects in a NetworkPrefab (#1969)
- Added NetworkManager.RemoveNetworkPrefab(...)to remove a prefab from the prefabs list (#1950)
Changed
- Updated UnityTransportdependency oncom.unity.transportto 1.1.0. (#2025)
- (API Breaking) ConnectionApprovalCallbackis no longer aneventand will not allow more than 1 handler registered at a time. Also,ConnectionApprovalCallbackis now anAction<>taking aConnectionApprovalRequestand aConnectionApprovalResponsethat the client code must fill (#1972) (#2002)
Removed
Fixed
- Fixed issue where dynamically spawned NetworkObjects could throw an exception if the scene of origin handle was zero (0) and theNetworkObjectwas already spawned. (#2017)
- Fixed issue where NetworkObject.Observerswas not being cleared when despawned. (#2009)
- Fixed NetworkAnimatorcould not run in the server authoritative mode. (#2003)
- Fixed issue where late joining clients would get a soft synchronization error if any in-scene placed NetworkObjects were parented under another NetworkObject. (#1985)
- Fixed issue where NetworkBehaviourReferencewould throw a type cast exception if usingNetworkBehaviourReference.TryGetand the component type was not found. (#1984)
- Fixed NetworkSceneManagerwas not sending scene event notifications for the currently active scene and any additively loaded scenes when loading a new scene inLoadSceneMode.Singlemode. (#1975)
- Fixed issue where one or more clients disconnecting during a scene event would cause LoadEventCompletedorUnloadEventCompletedto wait until theNetworkConfig.LoadSceneTimeOutperiod before being triggered. (#1973)
- Fixed issues when multiple ConnectionApprovalCallbacks were registered (#1972)
- Fixed a regression in serialization support: FixedString,Vector2Int, andVector3Inttypes can now be used in NetworkVariables and RPCs again without requiring aForceNetworkSerializeByMemcpy<>wrapper. (#1961)
- Fixed generic types that inherit from NetworkBehaviour causing crashes at compile time. (#1976)
- Fixed endless dialog boxes when adding a NetworkBehaviourto aNetworkManageror vice-versa. (#1947)
- Fixed NetworkAnimatorissue where it was only synchronizing parameters if the layer or state changed or was transitioning between states. (#1946)
- Fixed NetworkAnimatorissue where when it did detect a parameter had changed it would send all parameters as opposed to only the parameters that changed. (#1946)
- Fixed NetworkAnimatorissue where it was not always disposing theNativeArraythat is allocated when spawned. (#1946)
- Fixed NetworkAnimatorissue where it was not taking the animation speed or state speed multiplier into consideration. (#1946)
- Fixed NetworkAnimatorissue where it was not properly synchronizing late joining clients if they joined whileAnimatorwas transitioning between states. (#1946)
- Fixed NetworkAnimatorissue where the server was not relaying changes to non-owner clients when a client was the owner. (#1946)
- Fixed issue where the PacketLossmetric for tools would return the packet loss over a connection lifetime instead of a single frame. (#2004)
[1.0.0-pre.9] - 2022-05-10
Fixed
- Fixed Hosting again after failing to host now works correctly (#1938)
- Fixed NetworkManager to cleanup connected client lists after stopping (#1945)
- Fixed NetworkHide followed by NetworkShow on the same frame works correctly (#1940)
[1.0.0-pre.8] - 2022-04-27
Changed
- unmanagedstructs are no longer universally accepted as RPC parameters because some structs (i.e., structs with pointers in them, such as- NativeList<T>) can't be supported by the default memcpy struct serializer. Structs that are intended to be serialized across the network must add- INetworkSerializeByMemcpyto the interface list (i.e.,- struct Foo : INetworkSerializeByMemcpy). This interface is empty and just serves to mark the struct as compatible with memcpy serialization. For external structs you can't edit, you can pass them to RPCs by wrapping them in- ForceNetworkSerializeByMemcpy<T>. (#1901)
- Changed requirement to register in-scene placed NetworkObjects with NetworkManagerin order to respawn them. In-scene placed NetworkObjects are now automatically tracked during runtime and no longer need to be registered as a NetworkPrefab. (#1898)
Removed
- Removed SIPTransport(#1870)
- Removed ClientNetworkTransformfrom the package samples and moved to Boss Room's Utilities package which can be found here (#1912)
Fixed
- Fixed issue where NetworkSceneManagerdid not synchronize despawned in-scene placed NetworkObjects. (#1898)
- Fixed NetworkTransformgenerating false positive rotation delta checks when rolling over between 0 and 360 degrees. (#1890)
- Fixed client throwing an exception if it has messages in the outbound queue when processing the NetworkEvent.Disconnectevent and is using UTP. (#1884)
- Fixed issue during client synchronization if 'ValidateSceneBeforeLoading' returned false it would halt the client synchronization process resulting in a client that was approved but not synchronized or fully connected with the server. (#1883)
- Fixed an issue where UNetTransport.StartServer would return success even if the underlying transport failed to start (#854)
- Passing generic types to RPCs no longer causes a native crash (#1901)
- Fixed a compile failure when compiling against com.unity.nuget.mono-cecil >= 1.11.4 (#1920)
- Fixed an issue where calling Shutdownon aNetworkManagerthat was already shut down would cause an immediate shutdown the next time it was started (basically the fix makesShutdownidempotent). (#1877)
[1.0.0-pre.7] - 2022-04-06
Added
- Added editor only check prior to entering into play mode if the currently open and active scene is in the build list and if not displays a dialog box asking the user if they would like to automatically add it prior to entering into play mode. (#1828)
- Added UnityTransportimplementation andcom.unity.transportpackage dependency (#1823)
- Added NetworkVariableWritePermissiontoNetworkVariableBaseand implementedOwnerclient writable netvars. (#1762)
- UnityTransportsettings can now be set programmatically. (#1845)
- FastBufferWriterand Reader IsInitialized property. (#1859)
- Prefabs can now be added to the network at runtime (i.e., from an addressable asset). If ForceSamePrefabsis false, this can happen after a connection has been formed. (#1882)
- When ForceSamePrefabsis false, a configurable delay (default 1 second, configurable viaNetworkConfig.SpawnTimeout) has been introduced to gracefully handle race conditions where a spawn call has been received for an object whose prefab is still being loaded. (#1882)
Changed
- Changed NetcodeIntegrationTestHelpersto useUnityTransport(#1870)
- Updated UnityTransportdependency oncom.unity.transportto 1.0.0 (#1849)
Removed
- Removed SnapshotSystem(#1852)
- Removed com.unity.modules.animation,com.unity.modules.physicsandcom.unity.modules.physics2ddependencies from the package (#1812)
- Removed com.unity.collectionsdependency from the package (#1849)
Fixed
- Fixed in-scene placed NetworkObjects not being found/ignored after a client disconnects and then reconnects. (#1850)
- Fixed issue where UnityTransportsend queues were not flushed when callingDisconnectLocalClientorDisconnectRemoteClient. (#1847)
- Fixed NetworkBehaviour dependency verification check for an existing NetworkObject not searching from root parent transform relative GameObject. (#1841)
- Fixed issue where entries were not being removed from the NetworkSpawnManager.OwnershipToObjectsTable. (#1838)
- Fixed ClientRpcs would always send to all connected clients by default as opposed to only sending to the NetworkObject's Observers list by default. (#1836)
- Fixed clarity for NetworkSceneManager client side notification when it receives a scene hash value that does not exist in its local hash table. (#1828)
- Fixed client throws a key not found exception when it times out using UNet or UTP. (#1821)
- Fixed network variable updates are no longer limited to 32,768 bytes when NetworkConfig.EnsureNetworkVariableLengthSafety is enabled. The limits are now determined by what the transport can send in a message. (#1811)
- Fixed in-scene NetworkObjects get destroyed if a client fails to connect and shuts down the NetworkManager. (#1809)
- Fixed user never being notified in the editor that a NetworkBehaviour requires a NetworkObject to function properly. (#1808)
- Fixed PlayerObjects and dynamically spawned NetworkObjects not being added to the NetworkClient's OwnedObjects (#1801)
- Fixed issue where NetworkManager would continue starting even if the NetworkTransport selected failed. (#1780)
- Fixed issue when spawning new player if an already existing player exists it does not remove IsPlayer from the previous player (#1779)
- Fixed lack of notification that NetworkManager and NetworkObject cannot be added to the same GameObject with in-editor notifications (#1777)
- Fixed parenting warning printing for false positives (#1855)
[1.0.0-pre.6] - 2022-03-02
Added
- NetworkAnimator now properly synchrhonizes all animation layers as well as runtime-adjusted weighting between them (#1765)
- Added first set of tests for NetworkAnimator - parameter syncing, trigger set / reset, override network animator (#1735)
Fixed
- Fixed an issue where sometimes the first client to connect to the server could see messages from the server as coming from itself. (#1683)
- Fixed an issue where clients seemed to be able to send messages to ClientId 1, but these messages would actually still go to the server (id 0) instead of that client. (#1683)
- Improved clarity of error messaging when a client attempts to send a message to a destination other than the server, which isn't allowed. (#1683)
- Disallowed async keyword in RPCs (#1681)
- Fixed an issue where Alpha release versions of Unity (version 2022.2.0a5 and later) will not compile due to the UNet Transport no longer existing (#1678)
- Fixed messages larger than 64k being written with incorrectly truncated message size in header (#1686) (credit: @kaen)
- Fixed overloading RPC methods causing collisions and failing on IL2CPP targets. (#1694)
- Fixed spawn flow to propagate IsSceneObjectdown to children NetworkObjects, decouple implicit relationship between object spawning &IsSceneObjectflag (#1685)
- Fixed error when serializing ConnectionApprovalMessage with scene management disabled when one or more objects is hidden via the CheckObjectVisibility delegate (#1720)
- Fixed CheckObjectVisibility delegate not being properly invoked for connecting clients when Scene Management is enabled. (#1680)
- Fixed NetworkList to properly call INetworkSerializable's NetworkSerialize() method (#1682)
- Fixed NetworkVariables containing more than 1300 bytes of data (such as large NetworkLists) no longer cause an OverflowException (the limit on data size is now whatever limit the chosen transport imposes on fragmented NetworkDelivery mechanisms) (#1725)
- Fixed ServerRpcParams and ClientRpcParams must be the last parameter of an RPC in order to function properly. Added a compile-time check to ensure this is the case and trigger an error if they're placed elsewhere (#1721)
- Fixed FastBufferReader being created with a length of 1 if provided an input of length 0 (#1724)
- Fixed The NetworkConfig's checksum hash includes the NetworkTick so that clients with a different tickrate than the server are identified and not allowed to connect (#1728)
- Fixed OwnedObjects not being properly modified when using ChangeOwnership (#1731)
- Improved performance in NetworkAnimator (#1735)
- Removed the "always sync" network animator (aka "autosend") parameters (#1746)
- Fixed in-scene placed NetworkObjects not respawning after shutting down the NetworkManager and then starting it back up again (#1769)
[1.0.0-pre.5] - 2022-01-26
Added
- Added PreviousValueinNetworkListEvent, whenValuehas changed (#1528)
Changed
- NetworkManager's GameObject is no longer allowed to be nested under one or more GameObject(s).(#1484)
- NetworkManager DontDestroy property was removed and now NetworkManager always is migrated into the DontDestroyOnLoad scene. (#1484)'
Fixed
- Fixed network tick value sometimes being duplicated or skipped. (#1614)
- Fixed The ClientNetworkTransform sample script to allow for owner changes at runtime. (#1606)
- Fixed When the LogLevel is set to developer NetworkBehaviour generates warning messages when it should not (#1631)
- Fixed NetworkTransport Initialize now can receive the associated NetworkManager instance to avoid using NetworkManager.Singleton in transport layer (#1677)
- Fixed a bug where NetworkList.Contains value was inverted (#1363)
[1.0.0-pre.4] - 2021-01-04
Added
- Added com.unity.modules.physicsandcom.unity.modules.physics2dpackage dependencies (#1565)
Removed
- Removed com.unity.modules.aipackage dependency (#1565)
- Removed FixedQueue,StreamExtensions,TypeExtensions(#1398)
Fixed
- Fixed in-scene NetworkObjects that are moved into the DDOL scene not getting restored to their original active state (enabled/disabled) after a full scene transition (#1354)
- Fixed invalid IL code being generated when using thisinstead ofthis reffor the FastBufferReader/FastBufferWriter parameter of an extension method. (#1393)
- Fixed an issue where if you are running as a server (not host) the LoadEventCompleted and UnloadEventCompleted events would fire early by the NetworkSceneManager (#1379)
- Fixed a runtime error when sending an array of an INetworkSerializable type that's implemented as a struct (#1402)
- NetworkConfig will no longer throw an OverflowException in GetConfig() when ForceSamePrefabs is enabled and the number of prefabs causes the config blob size to exceed 1300 bytes. (#1385)
- Fixed NetworkVariable not calling NetworkSerialize on INetworkSerializable types (#1383)
- Fixed NullReferenceException on ImportReferences call in NetworkBehaviourILPP (#1434)
- Fixed NetworkObjects not being despawned before they are destroyed during shutdown for client, host, and server instances. (#1390)
- Fixed KeyNotFound exception when removing ownership of a newly spawned NetworkObject that is already owned by the server. (#1500)
- Fixed NetworkManager.LocalClient not being set when starting as a host. (#1511)
- Fixed a few memory leak cases when shutting down NetworkManager during Incoming Message Queue processing. (#1323)
- Fixed network tick value sometimes being duplicated or skipped. (#1614)
Changed
- The SDK no longer limits message size to 64k. (The transport may still impose its own limits, but the SDK no longer does.) (#1384)
- Updated com.unity.collections to 1.1.0 (#1451)
- NetworkManager's GameObject is no longer allowed to be nested under one or more GameObject(s).(#1484)
- NetworkManager DontDestroy property was removed and now NetworkManager always is migrated into the DontDestroyOnLoad scene. (#1484)
[1.0.0-pre.3] - 2021-10-22
Added
- ResetTrigger function to NetworkAnimator (#1327)
Fixed
- Overflow exception when syncing Animator state. (#1327)
- Added try/catcharound RPC calls, preventing exception from causing further RPC calls to fail (#1329)
- Fixed an issue where ServerClientId and LocalClientId could have the same value, causing potential confusion, and also fixed an issue with the UNet where the server could be identified with two different values, one of which might be the same as LocalClientId, and the other of which would not.(#1368)
- IL2CPP would not properly compile (#1359)
[1.0.0-pre.2] - 2021-10-19
Added
- Associated Known Issues for the 1.0.0-pre.1 release in the changelog
Changed
- Updated label for 1.0.0-pre.1changelog section
[1.0.0-pre.1] - 2021-10-19
Added
- Added ClientNetworkTransformsample to the SDK package (#1168)
- Added Bootstrapsample to the SDK package (#1140)
- Enhanced NetworkSceneManagerimplementation with additive scene loading capabilities (#1080, #955, #913)- NetworkSceneManager.OnSceneEventprovides improved scene event notificaitons
 
- Enhanced NetworkTransformimplementation with per axis/component based and threshold based state replication (#1042, #1055, #1061, #1084, #1101)
- Added a jitter-resistent BufferedLinearInterpolator<T>forNetworkTransform(#1060)
- Implemented NetworkPrefabHandlerthat provides support for object pooling andNetworkPrefaboverrides (#1073, #1004, #977, #905,#749, #727)
- Implemented auto NetworkObjecttransform parent synchronization at runtime over the network (#855)
- Adopted Unity C# Coding Standards in the codebase with .editorconfigruleset (#666, #670)
- When a client tries to spawn a NetworkObjectan exception is thrown to indicate unsupported behavior. (#981)
- Added a NetworkTimeandNetworkTickSystemwhich allows for improved control over time and ticks. (#845)
- Added a OnNetworkDespawnfunction toNetworkObjectwhich gets called when aNetworkObjectgets despawned and can be overriden. (#865)
- Added SnapshotSystemthat would allow variables and spawn/despawn messages to be sent in blocks (#805, #852, #862, #963, #1012, #1013, #1021, #1040, #1062, #1064, #1083, #1091, #1111, #1129, #1166, #1192)- Disabled by default for now, except spawn/despawn messages
- Will leverage unreliable messages with eventual consistency
 
- NetworkBehaviourand- NetworkObject's- NetworkManagerinstances can now be overriden (#762)
- Added metrics reporting for the new network profiler if the Multiplayer Tools package is present (#1104, #1089, #1096, #1086, #1072, #1058, #960, #897, #891, #878)
- NetworkBehaviour.IsSpawneda quick (and stable) way to determine if the associated NetworkObject is spawned (#1190)
- Added NetworkRigidbodyandNetworkRigidbody2Dcomponents to support networkingRigidbodyandRigidbody2Dcomponents (#1202, #1175)
- Added NetworkObjectReferenceandNetworkBehaviourReferencestructs which allow to sendingNetworkObject/Behavioursover RPCs/NetworkVariables (#1173)
- Added NetworkAnimatorcomponent to support networkingAnimatorcomponent (#1281, #872)
Changed
- Bumped minimum Unity version, renamed package as "Unity Netcode for GameObjects", replaced MLAPInamespace and its variants withUnity.Netcodenamespace and per asm-def variants (#1007, #1009, #1015, #1017, #1019, #1025, #1026, #1065)- Minimum Unity version:
- 2019.4 → 2020.3+
 
- Package rename:
- Display name: MLAPI Networking Library→Netcode for GameObjects
- Name: com.unity.multiplayer.mlapi→com.unity.netcode.gameobjects
- Updated package description
 
- Display name: 
- All MLAPI.xnamespaces are replaced withUnity.Netcode- MLAPI.Messaging→- Unity.Netcode
- MLAPI.Connection→- Unity.Netcode
- MLAPI.Logging→- Unity.Netcode
- MLAPI.SceneManagement→- Unity.Netcode
- and other MLAPI.xvariants toUnity.Netcode
 
- All assembly definitions are renamed with Unity.Netcode.xvariants- Unity.Multiplayer.MLAPI.Runtime→- Unity.Netcode.Runtime
- Unity.Multiplayer.MLAPI.Editor→- Unity.Netcode.Editor
- and other Unity.Multiplayer.MLAPI.xvariants toUnity.Netcode.xvariants
 
 
- Minimum Unity version:
- Renamed Prototypingnamespace and assembly definition toComponents(#1145)
- Changed NetworkObject.Despawn(bool destroy)API to default todestroy = truefor better usability (#1217)
- Scene registration in NetworkManageris now replaced by Build Setttings → Scenes in Build List (#1080)
- NetworkSceneManager.SwitchScenehas been replaced by- NetworkSceneManager.LoadScene(#955)
- NetworkManager, NetworkConfig, and NetworkSceneManagerscene registration replaced with scenes in build list (#1080)
- GlobalObjectIdHashreplaced- PrefabHashand- PrefabHashGeneratorfor stability and consistency (#698)
- NetworkStarthas been renamed to- OnNetworkSpawn. (#865)
- Network variable cleanup - eliminated shared mode, variables are server-authoritative (#1059, #1074)
- NetworkManagerand other systems are no longer singletons/statics (#696, #705, #706, #737, #738, #739, #746, #747, #763, #765, #766, #783, #784, #785, #786, #787, #788)
- Changed INetworkSerializable.NetworkSerializemethod signature to useBufferSerializer<T>instead ofNetworkSerializer(#1187)
- Changed CustomMessagingManager's methods to useFastBufferWriterandFastBufferReaderinstead ofStream(#1187)
- Reduced internal runtime allocations by removing LINQ calls and replacing managed lists/arrays with native collections (#1196)
Removed
- Removed NetworkNavMeshAgent(#1150)
- Removed NetworkDictionary,NetworkSet(#1149)
- Removed NetworkVariableSettings(#1097)
- Removed predefined NetworkVariable<T>types (#1093)- Removed NetworkVariableBool,NetworkVariableByte,NetworkVariableSByte,NetworkVariableUShort,NetworkVariableShort,NetworkVariableUInt,NetworkVariableInt,NetworkVariableULong,NetworkVariableLong,NetworkVariableFloat,NetworkVariableDouble,NetworkVariableVector2,NetworkVariableVector3,NetworkVariableVector4,NetworkVariableColor,NetworkVariableColor32,NetworkVariableRay,NetworkVariableQuaternion
 
- Removed 
- Removed NetworkChannelandMultiplexTransportAdapter(#1133)
- Removed ILPP backend for 2019.4, minimum required version is 2020.3+ (#895)
- NetworkManager.NetworkConfighad the following properties removed: (#1080)- Scene Registrations no longer exists
- Allow Runtime Scene Changes was no longer needed and was removed
 
- Removed the NetworkObject.Spawn payload parameter (#1005)
- Removed ProfilerCounter, the original MLAPI network profiler, and the built-in network profiler module (2020.3). A replacement can now be found in the Multiplayer Tools package. (#1048)
- Removed UNet RelayTransport and related relay functionality in UNetTransport (#1081)
- Removed UpdateStageparameter fromServerRpcSendParamsandClientRpcSendParams(#1187)
- Removed NetworkBuffer,NetworkWriter,NetworkReader,NetworkSerializer,PooledNetworkBuffer,PooledNetworkWriter, andPooledNetworkReader(#1187)
- Removed EnableNetworkVariableinNetworkConfig, it is always enabled now (#1179)
- Removed NetworkTransform's FixedSendsPerSecond, AssumeSyncedSends, InterpolateServer, ExtrapolatePosition, MaxSendsToExtrapolate, Channel, EnableNonProvokedResendChecks, DistanceSendrate (#1060) (#826) (#1042, #1055, #1061, #1084, #1101)
- Removed NetworkManager'sStopServer(),StopClient()andStopHost()methods and replaced with singleNetworkManager.Shutdown()method for all (#1108)
Fixed
- Fixed ServerRpc ownership check to Debug.LogErrorinstead ofDebug.LogWarning(#1126)
- Fixed NetworkObject.OwnerClientIdproperty changing beforeNetworkBehaviour.OnGainedOwnership()callback (#1092)
- Fixed NetworkBehaviourILPPto iterate over all types in an assembly (#803)
- Fixed cross-asmdef RPC ILPP by importing types into external assemblies (#678)
- Fixed NetworkManagershutdown when quitting the application or switching scenes (#1011)- Now NetworkManagershutdowns correctly and despawns existingNetworkObjects
 
- Now 
- Fixed Only one PlayerPrefabcan be selected onNetworkManagerinspector UI in the editor (#676)
- Fixed connection approval not being triggered for host (#675)
- Fixed various situations where messages could be processed in an invalid order, resulting in errors (#948, #1187, #1218)
- Fixed NetworkVariables being default-initialized on the client instead of being initialized with the desired value (#1266)
- Improved runtime performance and reduced GC pressure (#1187)
- Fixed #915 - clients are receiving data from objects not visible to them (#1099)
- Fixed NetworkTransform's "late join" issues,NetworkTransformnow usesNetworkVariables instead of RPCs (#826)
- Throw an exception for silent failure when a client tries to get another player's PlayerObject, it is now only allowed on the server-side (#844)
Known Issues
- NetworkVariabledoes not serialize- INetworkSerializabletypes through their- NetworkSerializeimplementation
- NetworkObjectsmarked as- DontDestroyOnLoadare disabled during some network scene transitions
- NetworkTransforminterpolates from the origin when switching Local Space synchronization
- Exceptions thrown in OnNetworkSpawnuser code for an object will prevent the callback in other objects
- Cannot send an array of INetworkSerializablein RPCs
- ILPP generation fails with special characters in project path
[0.2.0] - 2021-06-03
WIP version increment to pass package validation checks. Changelog & final version number TBD.
[0.1.1] - 2021-06-01
This is hotfix v0.1.1 for the initial experimental Unity MLAPI Package.
Changed
- Fixed issue with the Unity Registry package version missing some fixes from the v0.1.0 release.
[0.1.0] - 2021-03-23
This is the initial experimental Unity MLAPI Package, v0.1.0.
Added
- Refactored a new standard for Remote Procedure Call (RPC) in MLAPI which provides increased performance, significantly reduced boilerplate code, and extensibility for future-proofed code. MLAPI RPC includes ServerRpcandClientRpcto execute logic on the server and client-side. This provides a single performant unified RPC solution, replacing MLAPI Convenience and Performance RPC (see here).
- Added standarized serialization types, including built-in and custom serialization flows. See RFC #2 for details.
- INetworkSerializableinterface replaces- IBitWritable.
- Added NetworkSerializer..., which is the main aggregator that implements serialization code for built-in supported types and holdsNetworkReaderandNetworkWriterinstances internally.
- Added a Network Update Loop infrastructure that aids Netcode systems to update (such as RPC queue and transport) outside of the standard MonoBehaviourevent cycle. See RFC #8 and the following details:- It uses Unity's low-level Player Loop API and allows for registering INetworkUpdateSystems withNetworkUpdatemethods to be executed at specificNetworkUpdateStages, which may also be before or afterMonoBehaviour-driven game logic execution.
- You will typically interact with NetworkUpdateLoopfor registration andINetworkUpdateSystemfor implementation.
- NetworkVariables are now tick-based using the- NetworkTickSystem, tracking time through network interactions and syncs.
 
- It uses Unity's low-level Player Loop API and allows for registering 
- Added message batching to handle consecutive RPC requests sent to the same client. RpcBatchersends batches based on requests from theRpcQueueProcessing, by batch size threshold or immediately.
- GitHub 494: Added a constraint to allow one NetworkObjectperGameObject, set through theDisallowMultipleComponentattribute.
- Integrated MLAPI with the Unity Profiler for versions 2020.2 and later:
- Added new profiler modules for MLAPI that report important network data.
- Attached the profiler to a remote player to view network data over the wire.
 
- A test project is available for building and experimenting with MLAPI features. This project is available in the MLAPI GitHub testproject folder.
- Added a MLAPI Community Contributions new GitHub repository to accept extensions from the MLAPI community. Current extensions include moved MLAPI features for lag compensation (useful for Server Authoritative actions) and TrackedObject.
Changed
- GitHub 520: MLAPI now uses the Unity Package Manager for installation management.
- Added functionality and usability to NetworkVariable, previously calledNetworkVar. Updates enhance options and fully replace the need forSyncedVars.
- GitHub 507: Reimplemented NetworkAnimator, which synchronizes animation states for networked objects.
- GitHub 444 and 455: Channels are now represented as bytes instead of strings.
For users of previous versions of MLAPI, this release renames APIs due to refactoring. All obsolete marked APIs have been removed as per GitHub 513 and GitHub 514.
| Previous MLAPI Versions | V 0.1.0 Name | 
|---|---|
| NetworkingManager | NetworkManager | 
| NetworkedObject | NetworkObject | 
| NetworkedBehaviour | NetworkBehaviour | 
| NetworkedClient | NetworkClient | 
| NetworkedPrefab | NetworkPrefab | 
| NetworkedVar | NetworkVariable | 
| NetworkedTransform | NetworkTransform | 
| NetworkedAnimator | NetworkAnimator | 
| NetworkedAnimatorEditor | NetworkAnimatorEditor | 
| NetworkedNavMeshAgent | NetworkNavMeshAgent | 
| SpawnManager | NetworkSpawnManager | 
| BitStream | NetworkBuffer | 
| BitReader | NetworkReader | 
| BitWriter | NetworkWriter | 
| NetEventType | NetworkEventType | 
| ChannelType | NetworkDelivery | 
| Channel | NetworkChannel | 
| Transport | NetworkTransport | 
| NetworkedDictionary | NetworkDictionary | 
| NetworkedList | NetworkList | 
| NetworkedSet | NetworkSet | 
| MLAPIConstants | NetworkConstants | 
| UnetTransport | UNetTransport | 
Fixed
- GitHub 460: Fixed an issue for RPC where the host-server was not receiving RPCs from the host-client and vice versa without the loopback flag set in NetworkingManager.
- Fixed an issue where data in the Profiler was incorrectly aggregated and drawn, which caused the profiler data to increment indefinitely instead of resetting each frame.
- Fixed an issue the client soft-synced causing PlayMode client-only scene transition issues, caused when running the client in the editor and the host as a release build. Users may have encountered a soft sync of NetworkedInstanceIdissues in theSpawnManager.ClientCollectSoftSyncSceneObjectSweepmethod.
- GitHub 458: Fixed serialization issues in NetworkListandNetworkDictionarywhen running in Server mode.
- GitHub 498: Fixed numerical precision issues to prevent not a number (NaN) quaternions.
- GitHub 438: Fixed booleans by reaching or writing bytes instead of bits.
- GitHub 519: Fixed an issue where calling Shutdown()before makingNetworkManager.Singleton = nullis null onNetworkManager.OnDestroy().
Removed
With a new release of MLAPI in Unity, some features have been removed:
- SyncVars have been removed from MLAPI. Use NetworkVariables in place of this functionality.
- GitHub 527: Lag compensation systems and TrackedObjecthave moved to the new MLAPI Community Contributions repo.
- GitHub 509: Encryption has been removed from MLAPI. The Encryptionoption inNetworkConfigon theNetworkingManageris not available in this release. This change will not block game creation or running. A current replacement for this functionality is not available, and may be developed in future releases. See the following changes:- Removed SecuritySendFlagsfrom all APIs.
- Removed encryption, cryptography, and certificate configurations from APIs including NetworkManagerandNetworkConfig.
- Removed "hail handshake", including NetworkManagerimplementation andNetworkConstantsentries.
- Modified RpcQueueandRpcBatcherinternals to remove encryption and authentication from reading and writing.
 
- Removed 
- Removed the previous MLAPI Profiler editor window from Unity versions 2020.2 and later.
- Removed previous MLAPI Convenience and Performance RPC APIs with the new standard RPC API. See RFC #1 for details.
- GitHub 520: Removed the MLAPI Installer.
Known Issues
- NetworkNavMeshAgentdoes not synchronize mesh data, Agent Size, Steering, Obstacle Avoidance, or Path Finding settings. It only synchronizes the destination and velocity, not the path to the destination.
- For RPC, methods with aClientRpcorServerRpcsuffix which are not marked with [ServerRpc] or [ClientRpc] will cause a compiler error.
- For NetworkAnimator, Animator Overrides are not supported. Triggers do not work.
- For NetworkVariable, theNetworkDictionaryListandSetmust use thereliableSequencedchannel.
- NetworkObjectss are supported but when spawning a prefab with nested child network objects you have to manually call spawn on them
- NetworkTransformhave the following issues:- Replicated objects may have jitter.
- The owner is always authoritative about the object's position.
- Scale is not synchronized.
 
- Connection Approval is not called on the host client.
- For NamedMessages, always useNetworkBufferas the underlying stream for sending named and unnamed messages.
- For NetworkManager, connection management is limited. UseIsServer,IsClient,IsConnectedClient, or other code to check if MLAPI connected correctly.
[0.0.1-preview.1] - 2020-12-20
This was an internally-only-used version of the Unity MLAPI Package