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.
[1.4.0] - 2023-04-10
Added
- Added a way to access the GlobalObjectIdHash via PrefabIdHash for use in the Connection Approval Callback. (#2437)
- Added
OnServerStarted
andOnServerStopped
events that will trigger only on the server (or host player) to notify that the server just started or is no longer active (#2420) - Added
OnClientStarted
andOnClientStopped
events that will trigger only on the client (or host player) to notify that the client just started or is no longer active (#2420) - Added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.UseHalfFloatPrecision
property 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.UseQuaternionSynchronization
property that, when enabled, will synchronize the entire quaternion. (#2388) - Added
NetworkTransform.UseQuaternionCompression
property 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.SlerpPosition
property that, when enabled along with interpolation being enabled, will interpolate usingVector3.Slerp
. (#2388) - Added
BufferedLinearInterpolatorVector3
that replaces the float version, is now used byNetworkTransform
, and provides the ability to enable or disableSlerp
. (#2388) - Added
HalfVector3
used for scale when half float precision is enabled. (#2388) - Added
HalfVector4
used for rotation when half float precision and quaternion synchronization is enabled. (#2388) - Added
HalfVector3DeltaPosition
used 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.GetSpaceRelativePosition
andNetworkTransform.GetSpaceRelativeRotation
helper methods to return the proper values depending upon whether local or world space. (#2388) - Added
NetworkTransform.OnAuthorityPushTransformState
virtual method that is invoked just prior to sending theNetworkTransformState
to non-authoritative instances. This provides users with the ability to obtain more precise delta values for prediction related calculations. (#2388) - Added
NetworkTransform.OnNetworkTransformStateUpdated
virtual method that is invoked just after the authoritativeNetworkTransformState
is applied. This provides users with the ability to obtain more precise delta values for prediction related calculations. (#2388) - Added
NetworkTransform.OnInitialize
virtual method that is invoked after theNetworkTransform
has been initialized or re-initialized when ownership changes. This provides for a way to make adjustments whenNetworkTransform
is initialized (i.e. resetting client prediction etc) (#2388) - Added
NetworkObject.SynchronizeTransform
property (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.ActiveSceneSynchronizationEnabled
property, disabled by default, that enables client synchronization of server-side active scene changes. (#2383) - Added
NetworkObject.ActiveSceneSynchronization
, disabled by default, that will automatically migrate aNetworkObject
to a newly assigned active scene. (#2383) - Added
NetworkObject.SceneMigrationSynchronization
, enabled by default, that will synchronize client(s) when aNetworkObject
is migrated into a new scene on the server side viaSceneManager.MoveGameObjectToScene
. (#2383)
Changed
- Made sure the
CheckObjectVisibility
delegate is checked and applied, uponNetworkShow
attempt. Found while supporting (#2454), although this is not a fix for this (already fixed) issue. (#2463) - Changed
NetworkTransform
authority 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
NetworkTransformState
structure is now public and now has public methods that provide access to key properties of theNetworkTransformState
structure. (#2388) - Changed
NetworkTransform
interpolation 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
NetworkSceneManager
to migrate dynamically spawnedNetworkObject
s withDestroyWithScene
set to false into the active scene if their current scene is unloaded. (#2383) - Updated the server to synchronize its local
NetworkSceneManager.ClientSynchronizationMode
during 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
NetworkAnimator
was 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
NetworkAnimator
was not properly detecting and synchronizing cross fade initiated transitions. (#2481) - Fixed issue where
NetworkAnimator
was 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
NetworkVariable
s in derivedNetworkBehaviour
s (#2423) - Fixed issue where runtime association of
Animator
properties toAnimationCurve
s would causeNetworkAnimator
to attempt to update those changes. (#2416) - Fixed issue where
NetworkAnimator
would not check if its associatedAnimator
was 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
NetworkTransform
was not setting the teleport flag when theNetworkTransform.InLocalSpace
value changed. This issue only impactedNetworkTransform
when interpolation was enabled. (#2388) - Fixed issue when the
NetworkSceneManager.ClientSynchronizationMode
isLoadSceneMode.Additive
and 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.ClientSynchronizationMode
was 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
UnityTransport
dependency oncom.unity.transport
to 1.3.3. (#2450) NetworkShow()
ofNetworkObject
s are delayed until the end of the frame to ensure consistency of delta-driven variables likeNetworkList
.- Dirty
NetworkObject
are 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
shouldGhostsInterpolate
toteleportDisabled
for 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.LocalClientId
was returning theNetworkTransport.ServerClientId
as opposed to theNetworkManager.m_LocalClientId
. (#2398) - Fixed issue where a dynamically spawned
NetworkObject
parented under an in-scene placedNetworkObject
would have itsInScenePlaced
value 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
NetcodeSettingsProvider
would 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
UnityTransport
where 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
NetworkAnimator
issue where it was not checking forAnimatorStateTtansition.destinationStateMachine
and any possible sub-states defined within it. (#2309) - Fixed
NetworkAnimator
issue where the host client was receiving the ClientRpc animation updates when the host was the owner.(#2309) - Fixed
NetworkAnimator
issue with using pooled objects and when specific properties are cleaned during despawn and destroy.(#2309) - Fixed issue where
NetworkAnimator
was checking for animation changes when the associatedNetworkObject
was not spawned.(#2309) - Corrected an issue with the documentation for BufferSerializer (#2401)
[1.2.0] - 2022-11-21
Added
- Added protected method
NetworkBehaviour.OnSynchronize
which is invoked during the initialNetworkObject
synchronization process. This provides users the ability to include custom serialization information that will be applied to theNetworkBehaviour
prior to theNetworkObject
being 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
NetworkObject
auto-add helper and Multiplayer Tools install reminder settings to Project Settings. (#2285) - Added
public string DisconnectReason
getter toNetworkManager
andstring Reason
toConnectionApprovalResponse
. 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.EnsureNetworkVariableLengthSafety
is disabledNetworkVariable
fields do not write the additionalushort
size value (which helps to reduce the total synchronization message size), but when enabled it still writes the additionalushort
value. (#2298) - Optimized bandwidth usage by encoding most integer fields using variable-length encoding. (#2276)
Fixed
- Fixed
IsSpawnedObjectsPendingInDontDestroyOnLoad
is only set to true when loading a scene usingLoadSceneMode.Singleonly
. (#2330) - Fixed issue where
NetworkTransform
components nested under a parent with aNetworkObject
component (i.e. network prefab) would not have their associatedGameObject
's transform synchronized. (#2298) - Fixed issue where
NetworkObject
s 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
NetworkObject
s nested under aGameObject
would 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
UnityTransport
where 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
NetworkObjects
were not honoring theAutoObjectParentSync
property. (#2281) - Fixed the issue where
NetworkManager.OnClientConnectedCallback
was being invoked before in-scene placedNetworkObject
s had been spawned when startingNetworkManager
as a host. (#2277) - Creating a
FastBufferReader
withAllocator.None
will not result in extra memory being allocated for the buffer (since it's owned externally in that scenario). (#2265)
Removed
- Removed the
NetworkObject
auto-add and Multiplayer Tools install reminder settings from the Menu interface. (#2285)
[1.1.0] - 2022-10-21
Added
- Added
NetworkManager.IsApproved
flag that is set totrue
a client has been approved.(#2261) UnityTransport
now provides a way to set the Relay server data directly from theRelayServerData
structure (provided by the Unity Transport package) throuh itsSetRelayServerData
method. 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
UseWebSockets
property in theUnityTransport
component of theNetworkManager
allowing to pick WebSockets for communication. When building for WebGL, this selection happens automatically. (#2201) - Added position, rotation, and scale to the
ParentSyncMessage
which provides users the ability to specify the final values on the server-side whenOnNetworkObjectParentChanged
is invoked just before the message is created (when theTransform
values are applied to the message). (#2146) - Added
NetworkObject.TryRemoveParent
method for convenience purposes opposed to having to cast null to eitherGameObject
orNetworkObject
. (#2146)
Changed
- Updated
UnityTransport
dependency oncom.unity.transport
to 1.3.0. (#2231) - The send queues of
UnityTransport
are 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 theMaxSendQueueSize
property, 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.InitialMaxSendQueueSize
field is now deprecated. There is no default value anymore since send queues are dynamically-sized. (#2212) - The debug simulator in
UnityTransport
is 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 managedINetworkSerializable
types, as well as other managed types with serialization/deserialization delegates registered toUserNetworkVariableSerialization<T>.WriteValue
andUserNetworkVariableSerialization<T>.ReadValue
(#2219)NetworkVariable<>
andBufferSerializer<BufferSerializerReader>
now deserializeINetworkSerializable
types in-place, rather than constructing new ones. (#2219)
Fixed
- Fixed
NetworkManager.ApprovalTimeout
will not timeout due to slower client synchronization times as it now uses the addedNetworkManager.IsApproved
flag 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
NetworkConfig
hash value for each unique connection request. (#2226) - Fixed the issue where player objects were not taking the
DontDestroyWithOwner
property into consideration when a client disconnected. (#2225) - Fixed issue where
SceneEventProgress
would not complete if a client late joins while it is still in progress. (#2222) - Fixed issue where
SceneEventProgress
would not complete if a client disconnects. (#2222) - Fixed issues with detecting if a
SceneEventProgress
has timed out. (#2222) - Fixed issue #1924 where
UnityTransport
would fail to restart after a first failure (even if what caused the initial failure was addressed). (#2220) - Fixed issue where
NetworkTransform.SetStateServerRpc
andNetworkTransform.SetStateClientRpc
were not honoring local vs world space settings when applying the position and rotation. (#2203) - Fixed ILPP
TypeLoadException
on 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
WorldPositionStays
parenting parameter was not being synchronized with clients. (#2146) - Fixed issue where parented in-scene placed
NetworkObject
s would fail for late joining clients. (#2146) - Fixed issue where scale was not being synchronized which caused issues with nested parenting and scale when
WorldPositionStays
was true. (#2146) - Fixed issue with
NetworkTransform.ApplyTransformToNetworkStateWithInfo
where it was not honoring axis sync settings whenNetworkTransformState.IsTeleportingNextFrame
was true. (#2146) - Fixed issue with
NetworkTransform.TryCommitTransformToServer
where it was not honoring theInLocalSpace
setting. (#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
FastBufferReader
andFastBufferWriter
when 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
OnNetworkUpdate
causing otherOnNetworkUpdate
calls 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
NetworkTransform
was not honoring the InLocalSpace property on the authority side during OnNetworkSpawn. (#2170) - Fixed issue where
NetworkTransform
was not ending extrapolation for the previous state causing non-authoritative instances to become out of synch. (#2170) - Fixed issue where
NetworkTransform
was not continuing to interpolate for the remainder of the associated tick period. (#2170) - Fixed issue during
NetworkTransform.OnNetworkSpawn
for 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.transport
to 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_Bitset
flag 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
NetworkVariable
with both owner read and write permissions would not update the server side when changed. (#2097) - Fixed issue when attempting to spawn a parent
GameObject
, withNetworkObject
component attached, that has one or more childGameObject
s, that are inactive in the hierarchy, withNetworkBehaviour
components 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.NetworkHide
was despawning and destroying, as opposed to only despawning, in-scene placedNetworkObject
s. (#2086) - Fixed
NetworkAnimator
synchronizing transitions twice due to it detecting the change in animation state once a transition is started by a trigger. (#2084) - Fixed issue where
NetworkAnimator
would not synchronize a looping animation for late joining clients if it was at the very end of its loop. (#2076) - Fixed issue where
NetworkAnimator
was not removing its subscription fromOnClientConnectedCallback
when 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
OnTransportFailure
callback toNetworkManager
. This callback is invoked when the manager'sNetworkTransport
encounters an unrecoverable error. Transport failures also cause theNetworkManager
to shut down. Currently, this is only used byUnityTransport
to signal a timeout of its connection to the Unity Relay servers. (#1994) - Added
NetworkEvent.TransportFailure
, which can be used by implementations ofNetworkTransport
to signal toNetworkManager
that 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
UnityTransport
dependency oncom.unity.transport
to 1.1.0. (#2025) - (API Breaking)
ConnectionApprovalCallback
is no longer anevent
and will not allow more than 1 handler registered at a time. Also,ConnectionApprovalCallback
is now anAction<>
taking aConnectionApprovalRequest
and aConnectionApprovalResponse
that the client code must fill (#1972) (#2002)
Removed
Fixed
- Fixed issue where dynamically spawned
NetworkObject
s could throw an exception if the scene of origin handle was zero (0) and theNetworkObject
was already spawned. (#2017) - Fixed issue where
NetworkObject.Observers
was not being cleared when despawned. (#2009) - Fixed
NetworkAnimator
could 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
NetworkBehaviourReference
would throw a type cast exception if usingNetworkBehaviourReference.TryGet
and the component type was not found. (#1984) - Fixed
NetworkSceneManager
was not sending scene event notifications for the currently active scene and any additively loaded scenes when loading a new scene inLoadSceneMode.Single
mode. (#1975) - Fixed issue where one or more clients disconnecting during a scene event would cause
LoadEventCompleted
orUnloadEventCompleted
to wait until theNetworkConfig.LoadSceneTimeOut
period before being triggered. (#1973) - Fixed issues when multiple
ConnectionApprovalCallback
s were registered (#1972) - Fixed a regression in serialization support:
FixedString
,Vector2Int
, andVector3Int
types 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
NetworkBehaviour
to aNetworkManager
or vice-versa. (#1947) - Fixed
NetworkAnimator
issue where it was only synchronizing parameters if the layer or state changed or was transitioning between states. (#1946) - Fixed
NetworkAnimator
issue where when it did detect a parameter had changed it would send all parameters as opposed to only the parameters that changed. (#1946) - Fixed
NetworkAnimator
issue where it was not always disposing theNativeArray
that is allocated when spawned. (#1946) - Fixed
NetworkAnimator
issue where it was not taking the animation speed or state speed multiplier into consideration. (#1946) - Fixed
NetworkAnimator
issue where it was not properly synchronizing late joining clients if they joined whileAnimator
was transitioning between states. (#1946) - Fixed
NetworkAnimator
issue where the server was not relaying changes to non-owner clients when a client was the owner. (#1946) - Fixed issue where the
PacketLoss
metric 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
unmanaged
structs 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 addINetworkSerializeByMemcpy
to 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
NetworkManager
in 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
ClientNetworkTransform
from the package samples and moved to Boss Room's Utilities package which can be found here (#1912)
Fixed
- Fixed issue where
NetworkSceneManager
did not synchronize despawned in-scene placed NetworkObjects. (#1898) - Fixed
NetworkTransform
generating 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.Disconnect
event 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
Shutdown
on aNetworkManager
that was already shut down would cause an immediate shutdown the next time it was started (basically the fix makesShutdown
idempotent). (#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
UnityTransport
implementation andcom.unity.transport
package dependency (#1823) - Added
NetworkVariableWritePermission
toNetworkVariableBase
and implementedOwner
client writable netvars. (#1762) UnityTransport
settings can now be set programmatically. (#1845)FastBufferWriter
and Reader IsInitialized property. (#1859)- Prefabs can now be added to the network at runtime (i.e., from an addressable asset). If
ForceSamePrefabs
is false, this can happen after a connection has been formed. (#1882) - When
ForceSamePrefabs
is 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
NetcodeIntegrationTestHelpers
to useUnityTransport
(#1870) - Updated
UnityTransport
dependency oncom.unity.transport
to 1.0.0 (#1849)
Removed
- Removed
SnapshotSystem
(#1852) - Removed
com.unity.modules.animation
,com.unity.modules.physics
andcom.unity.modules.physics2d
dependencies from the package (#1812) - Removed
com.unity.collections
dependency 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
UnityTransport
send queues were not flushed when callingDisconnectLocalClient
orDisconnectRemoteClient
. (#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
IsSceneObject
down to children NetworkObjects, decouple implicit relationship between object spawning &IsSceneObject
flag (#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
PreviousValue
inNetworkListEvent
, whenValue
has 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.physics
andcom.unity.modules.physics2d
package dependencies (#1565)
Removed
- Removed
com.unity.modules.ai
package 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
this
instead ofthis ref
for 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
/catch
around 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.1
changelog section
[1.0.0-pre.1] - 2021-10-19
Added
- Added
ClientNetworkTransform
sample to the SDK package (#1168) - Added
Bootstrap
sample to the SDK package (#1140) - Enhanced
NetworkSceneManager
implementation with additive scene loading capabilities (#1080, #955, #913)NetworkSceneManager.OnSceneEvent
provides improved scene event notificaitons
- Enhanced
NetworkTransform
implementation with per axis/component based and threshold based state replication (#1042, #1055, #1061, #1084, #1101) - Added a jitter-resistent
BufferedLinearInterpolator<T>
forNetworkTransform
(#1060) - Implemented
NetworkPrefabHandler
that provides support for object pooling andNetworkPrefab
overrides (#1073, #1004, #977, #905,#749, #727) - Implemented auto
NetworkObject
transform parent synchronization at runtime over the network (#855) - Adopted Unity C# Coding Standards in the codebase with
.editorconfig
ruleset (#666, #670) - When a client tries to spawn a
NetworkObject
an exception is thrown to indicate unsupported behavior. (#981) - Added a
NetworkTime
andNetworkTickSystem
which allows for improved control over time and ticks. (#845) - Added a
OnNetworkDespawn
function toNetworkObject
which gets called when aNetworkObject
gets despawned and can be overriden. (#865) - Added
SnapshotSystem
that 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
NetworkBehaviour
andNetworkObject
'sNetworkManager
instances 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.IsSpawned
a quick (and stable) way to determine if the associated NetworkObject is spawned (#1190)- Added
NetworkRigidbody
andNetworkRigidbody2D
components to support networkingRigidbody
andRigidbody2D
components (#1202, #1175) - Added
NetworkObjectReference
andNetworkBehaviourReference
structs which allow to sendingNetworkObject/Behaviours
over RPCs/NetworkVariable
s (#1173) - Added
NetworkAnimator
component to support networkingAnimator
component (#1281, #872)
Changed
- Bumped minimum Unity version, renamed package as "Unity Netcode for GameObjects", replaced
MLAPI
namespace and its variants withUnity.Netcode
namespace 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.x
namespaces are replaced withUnity.Netcode
MLAPI.Messaging
→Unity.Netcode
MLAPI.Connection
→Unity.Netcode
MLAPI.Logging
→Unity.Netcode
MLAPI.SceneManagement
→Unity.Netcode
- and other
MLAPI.x
variants toUnity.Netcode
- All assembly definitions are renamed with
Unity.Netcode.x
variantsUnity.Multiplayer.MLAPI.Runtime
→Unity.Netcode.Runtime
Unity.Multiplayer.MLAPI.Editor
→Unity.Netcode.Editor
- and other
Unity.Multiplayer.MLAPI.x
variants toUnity.Netcode.x
variants
- Minimum Unity version:
- Renamed
Prototyping
namespace and assembly definition toComponents
(#1145) - Changed
NetworkObject.Despawn(bool destroy)
API to default todestroy = true
for better usability (#1217) - Scene registration in
NetworkManager
is now replaced by Build Setttings → Scenes in Build List (#1080) NetworkSceneManager.SwitchScene
has been replaced byNetworkSceneManager.LoadScene
(#955)NetworkManager, NetworkConfig, and NetworkSceneManager
scene registration replaced with scenes in build list (#1080)GlobalObjectIdHash
replacedPrefabHash
andPrefabHashGenerator
for stability and consistency (#698)NetworkStart
has been renamed toOnNetworkSpawn
. (#865)- Network variable cleanup - eliminated shared mode, variables are server-authoritative (#1059, #1074)
NetworkManager
and 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.NetworkSerialize
method signature to useBufferSerializer<T>
instead ofNetworkSerializer
(#1187) - Changed
CustomMessagingManager
's methods to useFastBufferWriter
andFastBufferReader
instead 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
NetworkChannel
andMultiplexTransportAdapter
(#1133) - Removed ILPP backend for 2019.4, minimum required version is 2020.3+ (#895)
NetworkManager.NetworkConfig
had 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
UpdateStage
parameter fromServerRpcSendParams
andClientRpcSendParams
(#1187) - Removed
NetworkBuffer
,NetworkWriter
,NetworkReader
,NetworkSerializer
,PooledNetworkBuffer
,PooledNetworkWriter
, andPooledNetworkReader
(#1187) - Removed
EnableNetworkVariable
inNetworkConfig
, 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.LogError
instead ofDebug.LogWarning
(#1126) - Fixed
NetworkObject.OwnerClientId
property changing beforeNetworkBehaviour.OnGainedOwnership()
callback (#1092) - Fixed
NetworkBehaviourILPP
to iterate over all types in an assembly (#803) - Fixed cross-asmdef RPC ILPP by importing types into external assemblies (#678)
- Fixed
NetworkManager
shutdown when quitting the application or switching scenes (#1011)- Now
NetworkManager
shutdowns correctly and despawns existingNetworkObject
s
- Now
- Fixed Only one
PlayerPrefab
can be selected onNetworkManager
inspector 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
NetworkVariable
s 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,NetworkTransform
now usesNetworkVariable
s 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
NetworkVariable
does not serializeINetworkSerializable
types through theirNetworkSerialize
implementationNetworkObjects
marked asDontDestroyOnLoad
are disabled during some network scene transitionsNetworkTransform
interpolates from the origin when switching Local Space synchronization- Exceptions thrown in
OnNetworkSpawn
user code for an object will prevent the callback in other objects - Cannot send an array of
INetworkSerializable
in 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
ServerRpc
andClientRpc
to 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.
INetworkSerializable
interface replacesIBitWritable
.- Added
NetworkSerializer
..., which is the main aggregator that implements serialization code for built-in supported types and holdsNetworkReader
andNetworkWriter
instances internally. - Added a Network Update Loop infrastructure that aids Netcode systems to update (such as RPC queue and transport) outside of the standard
MonoBehaviour
event cycle. See RFC #8 and the following details:- It uses Unity's low-level Player Loop API and allows for registering
INetworkUpdateSystem
s withNetworkUpdate
methods to be executed at specificNetworkUpdateStage
s, which may also be before or afterMonoBehaviour
-driven game logic execution. - You will typically interact with
NetworkUpdateLoop
for registration andINetworkUpdateSystem
for implementation. NetworkVariable
s 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.
RpcBatcher
sends batches based on requests from theRpcQueueProcessing
, by batch size threshold or immediately. - GitHub 494: Added a constraint to allow one
NetworkObject
perGameObject
, set through theDisallowMultipleComponent
attribute. - 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 forSyncedVar
s. - 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
NetworkedInstanceId
issues in theSpawnManager.ClientCollectSoftSyncSceneObjectSweep
method. - GitHub 458: Fixed serialization issues in
NetworkList
andNetworkDictionary
when 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 = null
is null onNetworkManager.OnDestroy()
.
Removed
With a new release of MLAPI in Unity, some features have been removed:
- SyncVars have been removed from MLAPI. Use
NetworkVariable
s in place of this functionality. - GitHub 527: Lag compensation systems and
TrackedObject
have moved to the new MLAPI Community Contributions repo. - GitHub 509: Encryption has been removed from MLAPI. The
Encryption
option inNetworkConfig
on theNetworkingManager
is 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
SecuritySendFlags
from all APIs. - Removed encryption, cryptography, and certificate configurations from APIs including
NetworkManager
andNetworkConfig
. - Removed "hail handshake", including
NetworkManager
implementation andNetworkConstants
entries. - Modified
RpcQueue
andRpcBatcher
internals 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
NetworkNavMeshAgent
does 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 aClientRpc
orServerRpc
suffix 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
, theNetworkDictionary
List
andSet
must use thereliableSequenced
channel. NetworkObjects
s are supported but when spawning a prefab with nested child network objects you have to manually call spawn on themNetworkTransform
have 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 useNetworkBuffer
as 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