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.
[1.3.1] - 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()ofNetworkObjects are delayed until the end of the frame to ensure consistency of delta-driven variables likeNetworkList.- Dirty
NetworkObjectare reset at end-of-frame and not at serialization time. NetworkHide()of an object that was justNetworkShow()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 theRelayServerDatastructure (provided by the Unity Transport package) throuh itsSetRelayServerDatamethod. 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 managedINetworkSerializabletypes, as well as other managed types with serialization/deserialization delegates registered toUserNetworkVariableSerialization<T>.WriteValueandUserNetworkVariableSerialization<T>.ReadValue(#2219)NetworkVariable<>andBufferSerializer<BufferSerializerReader>now deserializeINetworkSerializabletypes 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 asNativeList<T>) can't be supported by the default memcpy struct serializer. Structs that are intended to be serialized across the network must addINetworkSerializeByMemcpyto 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 inForceNetworkSerializeByMemcpy<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
NetworkBehaviourandNetworkObject'sNetworkManagerinstances 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.NetcodeMLAPI.Messaging→Unity.NetcodeMLAPI.Connection→Unity.NetcodeMLAPI.Logging→Unity.NetcodeMLAPI.SceneManagement→Unity.Netcode- and other
MLAPI.xvariants toUnity.Netcode
- All assembly definitions are renamed with
Unity.Netcode.xvariantsUnity.Multiplayer.MLAPI.Runtime→Unity.Netcode.RuntimeUnity.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 byNetworkSceneManager.LoadScene(#955)NetworkManager, NetworkConfig, and NetworkSceneManagerscene registration replaced with scenes in build list (#1080)GlobalObjectIdHashreplacedPrefabHashandPrefabHashGeneratorfor stability and consistency (#698)NetworkStarthas been renamed toOnNetworkSpawn. (#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 serializeINetworkSerializabletypes through theirNetworkSerializeimplementationNetworkObjectsmarked asDontDestroyOnLoadare disabled during some network scene transitionsNetworkTransforminterpolates 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 replacesIBitWritable.- 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 theNetworkTickSystem, 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 themNetworkTransformhave 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