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.
[2.5.1] - 2025-09-13
Added
- Added a warning when
NetworkManager.NetworkConfig.ConnectionApprovalis set in a distributed authority context. (#3658)
Fixed
- Fixed issue where a client, under above average latency and packet loss conditions, could receive multiple NetworkTransform state updates in one frame and when processing the state updates only the last state update would be applied to the transform if interpolation was disabled. (#3614)
[2.5.0] - 2025-08-17
Added
- Added
AsNativeArray()read‑only accessor toNetworkList<T>(#3567) - Added serializer for
Pose(#3546) - Added
AttachableBehaviourhelper component to provide an alternate approach to parenting items without using theNetworkObjectparenting. (#3518) - Added
AttachableNodehelper component that is used byAttachableBehaviouras the target node for parenting. (#3518) - Added
ComponentControllerhelper component that can be used to synchronize the enabling and disabling of components and can be used in conjunction withAttachableBehaviour. (#3518) - Added
NetworkBehaviour.OnNetworkPreDespawnthat is invoked before running through the despawn sequence for theNetworkObjectand all NetworkBehaviour children of theNetworkObjectbeing despawned. (#3518) - Added methods
GetDefaultNetworkSettingsandGetDefaultPipelineConfigurationstoUnityTransport. These can be used to retrieve the default settings and pipeline stages that are used byUnityTransport. This is useful when providing a custom driver constructor throughUnityTransport.s_DriverConstructor, since it allows reusing or tuning the existing configuration instead of trying to recreate it. This means a transport with a custom driver can now easily benefit from most of the features ofUnityTransport, like integration with the Network Simulator and Network Profiler from the multiplayer tools package. (#3501) - Added mappings between
ClientIdandTransportId. (#3516) - Added
NetworkPrefabInstanceHandlerWithData<T>, a variant ofINetworkPrefabInstanceHandlerthat provides access to custom instantiation data directly within theInstantiate()method. (#3497)
Fixed
- Removed allocation to the heap in NetworkBehaviourUpdate. (#3573)
- Fixed issue where NetworkConfig.ConnectionData could cause the ConnectionRequestMessage to exceed the transport's MTU size and would result in a buffer overflow error. (#3564)
- Fixed regression issue in v2.x where
NetworkObject.GetNetworkBehaviourAtOrderIndexwas converted from public to internal. (#3541) - Fixed ensuring OnValueChanged callback is still triggered on the authority when a collection changes and then reverts to the previous value in the same frame. (#3539)
- Fixed synchronizing the destroyGameObject parameter to clients for InScenePlaced network objects. (#3514)
- Fixed distributed authority related issue where enabling the
NetworkObject.DestroyWithScenewould cause errors when a destroying non-authority instances due to loading (single mode) or unloading scene events. (#3500) - Fixed an issue where
UnityTransportwould not accept single words as valid hostnames (notably "localhost"). (#3591) - Fixed issue where viewing a
NetworkBehaviourwith one or moreNetworkVariablefields could throw an exception if running a distributed authority network topology with a local (DAHost) host and viewed on the host when the host is not the authority of the associatedNetworkObject. (#3578) - Fixed issue when using a distributed authority network topology and viewing a
NetworkBehaviourwith one or moreNetworkVariablefields in the inspector view would not show editable fields. (#3578) - Fixed issue with unnecessary internal GC Allocations when using the
IReadOnlyListNetworkManager.ConnectedClientsIdswithin aforeachstatement by either replacing with aforloop or directly referencing theNetworkConnectionManager.ConnectedClientIds. (#3527)
Changed
- Marked
UnityTransport.ConnectionAddressData.ServerEndPointas obsolete. It can't work when using hostnames as the server address, and its functionality can easily be replicated usingNetworkEndpoint.Parse. (#3591) - Optimized
NetworkList<T>indexer setter to skip operations when the new value equals the existing value, improving performance by avoiding unnecessary list events and network synchronization. (#3587)
[2.4.4] - 2025-07-07
Added
- Added documentation to package repository.
[2.4.3] - 2025-06-25
Fixed
- Fixed issue where spawned objects with
NetworkObject.DontDestroyWithOwnerset tofalsewould not be destroyed when using a client-server network topology. (#3522)
[2.4.2] - 2025-06-13
Fixed
- Fixed
NullReferenceExceptiononNetworkListwhen used without a NetworkManager in scene. (#3503) - Fixed issue where
NetworkClientcould persist some settings if re-using the same NetworkManager instance. (#3491) - Fixed issue where a pooled
NetworkObjectwas not resetting the internal latest parent property when despawned. (#3491) - Fixed issue where the initial client synchronization pre-serialization process was not excluding spawned
NetworkObjectinstances that already had pending visibility for the client being synchronized. (#3488) - Fixed issue where there was a potential for a small memory leak in the
ConnectionApprovedMessage. (#3486)
[2.4.1] - 2025-06-11
Added
- Added: Full XML API documentation coverage primarily focused around the test helpers API. (#3444)
Changed
- Changed: Assembly names while keeping the same namespaces. If your project is using the
Unity.Netcode.TestHelpers.Runtimeassembly then you need to switchasmdefreferences toUnity.Netcode.Runtime.Tests. (#3444) - Changed: Migrated multiplayer metrics tests to Multiplayer Tools repository and removed the multiplayer tools test project. (#3444)
[2.4.0] - 2025-06-02
Added
- Added
SinglePlayerTransportthat provides the ability to start as a host for a single player network session. (#3473) - When using UnityTransport >=2.4 and Unity >= 6000.1.0a1, SetConnectionData will accept a fully qualified hostname instead of an IP as a connect address on the client side. (#3441)
Fixed
- Fixed issue where the
NetworkObject.DontDestroyWithOwnerwas not being honored. (#3477) - Fixed issue where non-authority NetworkTransform instances would not allow non-synchronized axis values to be updated locally. (#3471)
- Fixed issue where invoking
NetworkObject.NetworkShowandNetworkObject.ChangeOwnershipconsecutively within the same call stack location could result in an unnecessary change in ownership error message generated on the target client side. (#3468) - Fixed issue where
NetworkVariables on a NetworkBehaviour could fail to synchronize changes if one hasNetworkVariableUpdateTraitsset and is dirty but is not ready to send. (#3466) - Fixed issue with the Distributed Authority connection sequence with scene management enabled where the
ClientConnectedevent was fired before the client was synchronized. (#3459) - Fixed inconsistencies in the
OnSceneEventcallback. (#3458) - Fixed issues with the NetworkBehaviour and
NetworkVariablelength safety checks. (#3405) - Fixed memory leaks when domain reload is disabled. (#3427)
- Fixed issue where disabling the physics or physics2D package modules could result in a compilation error. (#3422)
- Fixed an exception being thrown when unregistering a custom message handler from within the registered callback. (#3417)
[2.3.2] - 2025-04-22
Fixed
- Fixed issue where the authority instance of NetworkTransform could check for state updates more than one time in a frame if the frame rate is greater than the tick frequency. (#3413)
- Fixed issue where the new interpolator types were blocking after the first consumption of a sequence of buffered state updates. (#3413)
- Fixed issue where root level in-scene placed
NetworkObjects would only allow the ownership permission to be no less than distributable or sessionowner. (#3407)
[2.3.1] - 2025-04-14
Fixed
- Fixed issue where during a
NetworkObject's spawn if you instantiated, spawned, and parented another network prefab under the currently spawningNetworkObjectthe parenting message would not properly defer until the parentNetworkObjectwas spawned. (#3401)
[2.3.0] - 2025-04-09
Added
- Added
NetworkManager.OnPreShutdownwhich is called before the NetworkManager cleans up and shuts down. (#3366) - Added
Lerpinterpolation type that still uses a lerp approach but uses the new buffer consumption logic. (#3355) - Added property to enable or disable lerp smoothing for position, rotation, and scale interpolators. (#3355)
- Added
NetworkTransform.InterpolationBufferTickOffsetstatic property to provide users with a way to increase or decrease the time marker where interpolators will pull state update from the queue. (#3355) - Added interpolator types as an inspector view selection for position, rotation, and scale. (#3337)
- Added a new smooth dampening interpolator type that provides a nice balance between precision and smoothing results. (#3337)
- Added
NetworkTimeSystem.TickLatencyproperty that provides the average latency of a client. (#3337) - Added
FastBufferReader(ArraySegment<byte> buffer, Allocator copyAllocator)constructor that uses theArraySegment.Offsetas theFastBufferReaderoffset and theArraySegment.Countas theFastBufferReaderlength. (#3321) - Added
FastBufferReader(ArraySegment<byte> buffer, Allocator copyAllocator, int length = -1)constructor that uses theArraySegment.Offsetas theFastBufferReaderoffset. (#3321)
Fixed
- Fixed issue where in-scene placed
NetworkObjectscould fail to synchronize its transform properly (especially without a NetworkTransform) if their parenting changes from the default when the scene is loaded and if the same scene remains loaded between network sessions while the parenting is completely different from the original hierarchy. (#3387) - Fixed an issue in
UnityTransportwhere the transport would accept sends on invalid connections, leading to a useless memory allocation and confusing error message. (#3382) - Fixed issue where the time delta that interpolators used would not be properly updated during multiple fixed update invocations within the same player loop frame. (#3355)
- Fixed issue when using a distributed authority network topology and many clients attempt to connect simultaneously the session owner could max-out the maximum in-flight reliable messages allowed, start dropping packets, and some of the connecting clients would fail to fully synchronize. (#3350)
- Fixed issue when using a distributed authority network topology and scene management was disabled clients would not be able to spawn any new network prefab instances until synchronization was complete. (#3350)
- Fixed issue where an owner that changes ownership, when using a distributed authority network topology, could yield identical previous and current owner identifiers. This could also cause NetworkTransform to fail to change ownership which would leave the previous owner still subscribed to network tick events. (#3347)
- Fixed issue where the
MaximumInterpolationTimecould not be modified from within the inspector view or runtime. (#3337) - Fixed
ChangeOwnershipchanging ownership to clients that are not observers. This also happened with automated object distribution. (#3323) - Fixed issue where
AnticipatedNetworkVariableprevious value returned byAnticipatedNetworkVariable.OnAuthoritativeValueChangedis updated correctly on the non-authoritative side. (#3306) - Fixed
OnClientConnectedCallbackpassing incorrectclientIdwhen scene management is disabled. (#3312) - Fixed issue where the
NetworkObject.Ownershipcustom editor did not take the default "Everything" flag into consideration. (#3305) - Fixed DestroyObject flow on non-authority game clients. (#3291)
- Fixed exception being thrown when a
GameObjectwith an associated NetworkTransform is disabled. (#3243) - Fixed issue where the scene migration synchronization table was not cleaned up if the
GameObjectof aNetworkObjectis destroyed before it should have been. (#3230) - Fixed issue where the scene migration synchronization table was not cleaned up upon NetworkManager shutting down. (#3230)
- Fixed
NetworkObject.DeferDespawnto respect theDestroyGameObjectparameter. (#3219) - Fixed issue where a
NetworkObjectwith nested NetworkTransform components of varying authority modes was not being taken into consideration and would break both the initial NetworkTransform synchronization and fail to properly handle synchronized state updates of the nested NetworkTransform components. (#3209) - Fixed issue with distributing parented children that have the distributable and/or transferrable permissions set and have the same owner as the root parent, that has the distributable permission set, were not being distributed to the same client upon the owning client disconnecting when using a distributed authority network topology. (#3203)
- Fixed issue where a spawned
NetworkObjectthat was registered with a prefab handler and owned by a client would invoke destroy more than once on the host-server side if the client disconnected while theNetworkObjectwas still spawned. (#3200) - Fixed issue where
NetworkVariableBasederived classes were not being re-initialized if the associatedNetworkObjectinstance was not destroyed and re-spawned. (#3181)
Changed
- Changed the scene loading event serialization order for in-scene placed
NetworkObjects to be based on their parent-child hierarchy. (#3387) - Changed the original
Lerpinterpolation type toLegacyLerp. (#3355) - Changed
BufferedLinearInterpolator<T>.Update(float deltaTime, NetworkTime serverTime)as being deprecated since this method is only used for internal testing purposes. (#3337) - Changed error thrown when attempting to build a dedicated server with Unity Transport that uses websockets to provide more useful information to the user. (#3336)
- Changed root in-scene placed
NetworkObjectinstances now will always have either theDistributablepermission set unless theSessionOwnerpermission is set. (#3305) - Changed the
DestroyObjectmessage to reduce the serialized message size and remove the unnecessary message field. (#3304) - Changed the
NetworkTimeSystem.Syncmethod to use half RTT to calculate the desired local time offset as opposed to the full RTT. (#3212)
[2.2.0] - 2024-12-12
Added
- Added
NetworkObject.OwnershipStatus.SessionOwnerto allow Network Objects to be distributable and only owned by the Session Owner. This flag will override all otherOwnershipStatusflags. (#3175) - Added
UnityTransport.GetEndpointmethod to provide a way to obtainNetworkEndpointinformation of a connection via client identifier. (#3130) - Added
NetworkTransport.OnEarlyUpdateandNetworkTransport.OnPostLateUpdatemethods to provide more control over handling transport related events at the start and end of each frame. (#3113)
Fixed
- Fixed issue where the server, host, or session owner would not populate the in-scene place
NetworkObjecttable if the scene was loaded prior to starting the NetworkManager. (#3177) - Fixed issue where the
NetworkObjectIdHashvalue could be incorrect when entering play mode while still in prefab edit mode with pending changes and using MPPM. (#3162) - Fixed issue where a sever only NetworkManager instance would spawn the actual
NetworkPrefab'sGameObjectas opposed to creating an instance of it. (#3160) - Fixed issue where only the session owner (as opposed to all clients) would handle spawning prefab overrides properly when using a distributed authority network topology. (#3160)
- Fixed issue where an exception was thrown when calling
NetworkManager.Shutdownafter callingUnityTransport.Shutdown. (#3118) - Fixed issue where
NetworkListproperties on in-scene placedNetworkObjects could cause small memory leaks when entering playmode. (#3147) - Fixed in-scene
NertworkObjectsynchronization issue when loading a scene with currently connected clients connected to a session created by a NetworkManager started as a server (i.e. not as a host). (#3133) - Fixed issue where a NetworkManager started as a server would not add itself as an observer to in-scene placed
NetworkObjects instantiated and spawned by a scene loading event. (#3133) - Fixed issue where spawning a player using
NetworkObject.InstantiateAndSpawnorNetworkSpawnManager.InstantiateAndSpawnwould not update theNetworkSpawnManager.PlayerObjectsor assign the newly spawned player to theNetworkClient.PlayerObject. (#3122) - Fixed issue where queued UnitTransport (NetworkTransport) message batches were being sent on the next frame. They are now sent at the end of the frame during
PostLateUpdate. (#3113) - Fixed issue where
NotOwnerRpcTargetorOwnerRpcTargetwere not using their replacementsNotAuthorityRpcTargetandAuthorityRpcTargetwhich would invoke a warning. (#3111) - Fixed issue where client is removed as an observer from spawned objects when their player instance is despawned. (#3110)
- Fixed issue where NetworkAnimator would statically allocate write buffer space for
Animatorparameters that could cause a write error if the number of parameters exceeded the space allocated. (#3108)
Changed
- In-scene placed
NetworkObjects have been made distributable when balancing object distribution after a connection event. (#3175) - Optimised
NetworkVariableand NetworkTransform related packets when in Distributed Authority mode. - The Debug Simulator section of the Unity Transport component was removed. This section was not functional anymore and users are now recommended to use the more featureful Network Simulator tool from the Multiplayer Tools package instead. (#3121)
[2.1.1] - 2024-10-18
Added
- Added ability to edit the
NetworkConfig.AutoSpawnPlayerPrefabClientSidewithin the inspector view. (#3097) - Added
IContactEventHandlerWithInfothat derives fromIContactEventHandlerthat can be updated per frame to provideContactEventHandlerInfoinformation to theRigidbodyContactEventManagerwhen processing collisions. (#3094)ContactEventHandlerInfo.ProvideNonRigidBodyContactEvents: When set to true, non-Rigidbodycollisions with the registeredRigidbodywill generate contact event notifications. (#3094)ContactEventHandlerInfo.HasContactEventPriority: When set to true, theRigidbodywill be prioritized as the instance that generates the event if theRigidbodycolliding does not have priority. (#3094)
- Added a static
NetworkManager.OnInstantiatedevent notification to be able to track when a new NetworkManager instance has been instantiated. (#3088) - Added a static
NetworkManager.OnDestroyingevent notification to be able to track when an existing NetworkManager instance is being destroyed. (#3088)
Fixed
- Fixed issue where
NetworkPrefabProcessorwould not mark the prefab list as dirty and prevent saving theDefaultNetworkPrefabsasset when only imports or only deletes were detected.(#3103) - Fixed an issue where nested NetworkTransform components in owner authoritative mode cleared their initial settings on the server, causing improper synchronization. (#3099)
- Fixed issue with service not getting synchronized with in-scene placed
NetworkObjectinstances when a session owner starts aSceneEventType.Loadevent. (#3096) - Fixed issue with the in-scene network prefab instance update menu tool where it was not properly updating scenes when invoked on the root prefab instance. (#3092)
- Fixed an issue where newly synchronizing clients would always receive current
NetworkVariablevalues, potentially causing issues with collections if there were pending updates. Now, pending state updates serialize previous values to avoid duplicates on new clients. (#3081) - Fixed issue where changing ownership would mark every
NetworkVariabledirty. Now, it will only mark anyNetworkVariablewith owner read permissions as dirty and will send/flush any pending updates to all clients prior to sending the change in ownership message. (#3081) - Fixed an issue where transferring ownership of
NetworkVariablecollections didn't update the new owner’s previous value, causing the last added value to be detected as a change during additions or removals. (#3081) - Fixed issue where a client (or server) with no write permissions for a
NetworkVariableusing a standard .NET collection type could still modify the collection which could cause various issues depending upon the modification and collection type. (#3081) - Fixed issue where applying the position and/or rotation to the
NetworkManager.ConnectionApprovalResponsewhen connection approval and auto-spawn player prefab were enabled would not apply the position and/or rotation when the player prefab was instantiated. (#3078) - Fixed issue where
NetworkObject.SpawnWithObserverswas not being honored when spawning the player prefab. (#3077) - Fixed issue with the client count not being correct on the host or server side when a client disconnects itself from a session. (#3075)
Changed
- Changed
NetworkConfig.AutoSpawnPlayerPrefabClientSideis no longer automatically set when starting NetworkManager. (#3097) - Updated
NetworkVariableDeltaMessageso the server now forwards delta state updates from clients immediately, instead of waiting until the end of the frame or the next network tick. (#3081)
[2.0.0] - 2024-09-12
Added
- Added tooltips for all of the
NetworkObjectcomponent's properties. (#3052) - Added message size validation to named and unnamed message sending functions for better error messages. (#3049)
- Added "Check for NetworkObject Component" property to the Multiplayer->Netcode for GameObjects project settings. When disabled, this will bypass the in-editor
NetworkObjectcheck on NetworkBehaviour components. (#3031) - Added
NetworkTransform.SwitchTransformSpaceWhenParentedproperty that, when enabled, will handle the world to local, local to world, and local to local transform space transitions when interpolation is enabled. (#3013) - Added
NetworkTransform.TickSyncChildrenthat, when enabled, will tick synchronize nested and/or child NetworkTransform components to eliminate any potential visual jittering that could occur if the NetworkTransform instances get into a state where their state updates are landing on different network ticks. (#3013) - Added
NetworkObject.AllowOwnerToParentproperty to provide the ability to allow clients to parent owned objects when running in a client-server network topology. (#3013) - Added
NetworkObject.SyncOwnerTransformWhenParentedproperty to provide a way to disable applying the server's transform information in the parenting message on the client owner instance which can be useful for owner authoritative motion models. (#3013) - Added
NetcodeEditorBaseeditor helper class to provide easier modification and extension of the SDK's components. (#3013)
Fixed
- Fixed issue where NetworkAnimator would send updates to non-observer clients. (#3057)
- Fixed issue where an exception could occur when receiving a universal RPC for a
NetworkObjectthat has been despawned. (#3052) - Fixed issue where a NetworkObject hidden from a client that is then promoted to be session owner was not being synchronized with newly joining clients.(#3051)
- Fixed issue where clients could have a wrong time delta on
NetworkVariableBasewhich could prevent from sending delta state updates. (#3045) - Fixed issue where setting a prefab hash value during connection approval but not having a player prefab assigned could cause an exception when spawning a player. (#3042)
- Fixed issue where the
NetworkSpawnManager.HandleNetworkObjectShowcould throw an exception if one of theNetworkObjectcomponents to show was destroyed during the same frame. (#3030) - Fixed issue where the
NetworkManagerHelperwas continuing to check for hierarchy changes when in play mode. (#3026) - Fixed issue with newly/late joined clients and NetworkTransform synchronization of parented
NetworkObjectinstances. (#3013) - Fixed issue with smooth transitions between transform spaces when interpolation is enabled (requires
NetworkTransform.SwitchTransformSpaceWhenParentedto be enabled). (#3013)
Changed
- Changed
NetworkTransformEditornow uses NetworkTransform as the base type class to assure it doesn't display a foldout group when using the base NetworkTransform component class. (#3052) - Changed
NetworkAnimator.Awakeis now a protected virtual method. (#3052) - Changed when invoking
NetworkManager.ConnectionManager.DisconnectClientduring a distributed authority session a more appropriate message is logged. (#3052) - Changed
NetworkTransformEditorso it now derives fromNetcodeEditorBase. (#3013) - Changed
NetworkRigidbodyBaseEditorso it now derives fromNetcodeEditorBase. (#3013) - Changed
NetworkManagerEditorso it now derives fromNetcodeEditorBase. (#3013)
[2.0.0-pre.4] - 2024-08-21
Added
- Added
NetworkVariable.CheckDirtyStatethat is to be used in tandem with collections in order to detect whether the collection or an item within the collection has changed. (#3004)
Fixed
- Fixed issue where nested NetworkTransform components were not getting updated. (#3016)
- Fixed issue by adding null checks in
NetworkVariableBase.CanClientReadandNetworkVariableBase.CanClientWritemethods to ensure safe access to NetworkBehaviour. (#3012) - Fixed issue where
FixedStringSerializer<T>was usingNetworkVariableSerialization<byte>.AreEqualto determine if two bytes were equal causes an exception to be thrown due to no byte serializer having been defined. (#3009) - Fixed Issue where a state with dual triggers, inbound and outbound, could cause a false layer to layer state transition message to be sent to non-authority NetworkAnimator instances and cause a warning message to be logged. (#3008)
- Fixed issue using collections within
NetworkVariablewhere the collection would not detect changes to items or nested items. (#3004) - Fixed issue where
List,Dictionary, andHashSetcollections would not uniquely duplicate nested collections. (#3004) - Fixed issue where
NotAuthorityTargetwould include the service observer in the list of targets to send the RPC to as opposed to excluding the service observer as it should. (#3000) - Fixed issue where
ProxyRpcTargetGroupcould attempt to send a message if there were no targets to send to. (#3000)
Changed
- Changed NetworkAnimator to automatically switch to owner authoritative mode when using a distributed authority network topology. (#3021)
- Changed permissions exception thrown in
NetworkListto exiting early with a logged error that is now a unified permissions message withinNetworkVariableBase. (#3004) - Changed permissions exception thrown in
NetworkVariable.Valueto exiting early with a logged error that is now a unified permissions message withinNetworkVariableBase. (#3004)
[2.0.0-pre.3] - 2024-07-23
Added
- Added:
UnityTransport.GetNetworkDriverandUnityTransport.GetLocalEndpointmethods to expose the driver and local endpoint being used. (#2978)
Fixed
- Fixed issue where deferred despawn was causing GC allocations when converting an
IEnumerableto a list. (#2983) - Fixed issue where the realtime network stats monitor was not able to display RPC traffic in release builds due to those stats being only available in development builds or the editor. (#2979)
- Fixed issue where
NetworkManager.ScenesLoadedwas not being updated ifPostSynchronizationSceneUnloadingwas set and any loaded scenes not used during synchronization were unloaded. (#2971) - Fixed issue where
Rigidbody2dunder Unity 6000.0.11f1 has breaking changes wherevelocityis nowlinearVelocityandisKinematicis replaced bybodyType. (#2971) - Fixed issue where
NetworkSpawnManager.InstantiateAndSpawnandNetworkObject.InstantiateAndSpawnwere not honoring the ownerClientId parameter when using a client-server network topology. (#2968) - Fixed issue where internal delta serialization could not have a byte serializer defined when serializing deltas for other types. Added
[GenerateSerializationForType(typeof(byte))]to both theNetworkVariableandAnticipatedNetworkVariableclasses to assure a byte serializer is defined.(#2962) - Fixed issue when scene management was disabled and the session owner would still try to synchronize a late joining client. (#2962)
- Fixed issue when using a distributed authority network topology where it would allow a session owner to spawn a
NetworkObjectprior to being approved. Now, an error message is logged and theNetworkObjectwill not be spawned prior to the client being approved. (#2962) - Fixed issue where attempting to spawn during
NetworkBehaviour.OnInSceneObjectsSpawnedandNetworkBehaviour.OnNetworkSessionSynchronizednotifications would throw a collection modified exception. (#2962)
Changed
- Changed logic where clients can now set the
NetworkSceneManagerclient synchronization mode when using a distributed authority network topology. (#2985)
[2.0.0-pre.2] - 2024-06-17
Added
- Added
AnticipatedNetworkVariable<T>, which adds support for client anticipation ofNetworkVariablevalues, allowing for more responsive gameplay. (#2957) - Added
AnticipatedNetworkTransform, which adds support for client anticipation of NetworkTransforms. (#2957) - Added
NetworkVariableBase.ExceedsDirtinessThresholdto allow network variables to throttle updates by only sending updates when the difference between the current and previous values exceeds a threshold. (This is exposed inNetworkVariable<T>with the callbackNetworkVariable<T>.CheckExceedsDirtinessThreshold). (#2957) - Added
NetworkVariableUpdateTraits, which add additional throttling support:MinSecondsBetweenUpdateswill prevent theNetworkVariablefrom sending updates more often than the specified time period (even if it exceeds the dirtiness threshold), whileMaxSecondsBetweenUpdateswill force a dirtyNetworkVariableto send an update after the specified time period even if it has not yet exceeded the dirtiness threshold. (#2957) - Added virtual method
NetworkVariableBase.OnInitializewhich can be used byNetworkVariablesubclasses to add initialization code. (#2957) - Added
NetworkTime.TickWithPartial, which represents the current tick as a double that includes the fractional/partial tick value. (#2957) - Added
NetworkTickSystem.AnticipationTick, which can be helpful with implementation of client anticipation. This value represents the tick the current local client was at at the beginning of the most recent network round trip, which enables it to correlate server update ticks with the client tick that may have triggered them. (#2957) - Added event
NetworkManager.OnSessionOwnerPromotedthat is invoked when a new session owner promotion occurs. (#2948) - Added
NetworkRigidBodyBase.GetLinearVelocityandNetworkRigidBodyBase.SetLinearVelocityconvenience/helper methods. (#2948) - Added
NetworkRigidBodyBase.GetAngularVelocityandNetworkRigidBodyBase.SetAngularVelocityconvenience/helper methods. (#2948)
Fixed
- Fixed issue when NetworkTransform half float precision is enabled and ownership changes the current base position was not being synchronized. (#2948)
- Fixed issue where
OnClientConnectednot being invoked on the session owner when connecting to a new distributed authority session. (#2948) - Fixed issue where Rigidbody micro-motion (i.e. relatively small velocities) would result in non-authority instances slightly stuttering as the body would come to a rest (i.e. no motion). Now, the threshold value can increase at higher velocities and can decrease slightly below the provided threshold to account for this. (#2948)
Changed
- Changed NetworkAnimator no longer requires the
Animatorcomponent to exist on the sameGameObject. (#2957) - Changed
NetworkObjectReferenceandNetworkBehaviourReferenceto allow null references when constructing and serializing. (#2957) - Changed the client's owned objects is now returned (
NetworkClientandNetworkSpawnManager) as an array as opposed to a list for performance purposes. (#2948) - Changed
NetworkTransfrom.TryCommitTransformToServerto be internal as it will be removed by the final 2.0.0 release. (#2948) - Changed
NetworkTransformEditor.OnEnableto a virtual method to be able to customize a NetworkTransform derived class by creating a derived editor control fromNetworkTransformEditor. (#2948)
[2.0.0-exp.5] - 2024-06-03
Fixed
- Fixed issue where SessionOwner message was being treated as a new entry for the new message indexing when it should have been ordinally sorted with the legacy message indices. (#2942)
Changed
- Changed
FastBufferReaderandFastBufferWriterso that they always ensure the length of items serialized is always serialized as anuintand added a check before casting for safe reading and writing.(#2946)
[2.0.0-exp.4] - 2024-05-31
Added
- Added
NetworkRigidbodyBase.AttachToFixedJointandNetworkRigidbodyBase.DetachFromFixedJointto replace parenting for rigid bodies that haveNetworkRigidbodyBase.UseRigidBodyForMotionenabled. (#2933) - Added
NetworkBehaviour.OnNetworkPreSpawnandNetworkBehaviour.OnNetworkPostSpawnmethods that provide the ability to handle pre and post spawning actions during theNetworkObjectspawn sequence. (#2912) - Added a client-side only
NetworkBehaviour.OnNetworkSessionSynchronizedconvenience method that is invoked on all NetworkBehaviours after a newly joined client has finished synchronizing with the network session in progress. (#2912) - Added
NetworkBehaviour.OnInSceneObjectsSpawnedconvenience method that is invoked when all in-sceneNetworkObjects have been spawned after a scene has been loaded or upon a host or server starting. (#2912)
Fixed
- Fixed issue where non-authoritative rigid bodies with
NetworkRigidbodyBase.UseRigidBodyForMotionenabled would constantly log errors about the renderTime being beforeStartTimeConsumed. (#2933) - Fixed issue where in-scene placed NetworkObjects could be destroyed if a client disconnects early and/or before approval. (#2924)
- Fixed issue where a
NetworkObjectcomponent's associated NetworkBehaviour components would not be detected if scene loading is disabled in the editor and the currently loaded scene has in-scene placedNetworkObjects. (#2912) - Fixed issue where an in-scene placed
NetworkObjectwith NetworkTransform that is also parented under aGameObjectwould not properly synchronize when the parentGameObjecthad a world space position other than 0,0,0. (#2898)
Changed
- Change all the access modifiers of test class from Public to Internal (#2930)
- Changed messages are now sorted by enum values as opposed to ordinally sorting the messages by their type name. (#2929)
- Changed
NetworkClient.SessionModeTypestoNetworkClient.NetworkTopologyTypes. (#2875) - Changed
NetworkClient.SessionModeTypetoNetworkClient.NetworkTopologyType. (#2875) - Changed
NetworkConfig.SessionModetoNeworkConfig.NetworkTopology. (#2875)
[2.0.0-exp.2] - 2024-04-02
Added
- Added updates to all internal messages to account for a distributed authority network session connection. (#2863)
- Added
NetworkRigidbodyBasethat provides users with a more customizable network rigidbody, handles bothRigidbodyandRigidbody2D, and provides an option to make NetworkTransform use the rigid body for motion. (#2863)- For a customized
NetworkRigidbodyBaseclass:NetworkRigidbodyBase.AutoUpdateKinematicStateprovides control on whether the kinematic setting will be automatically set or not when ownership changes.NetworkRigidbodyBase.AutoSetKinematicOnDespawnprovides control on whether isKinematic will automatically be set to true when the associatedNetworkObjectis despawned.NetworkRigidbodyBase.Initializeis a protected method that, when invoked, will initialize the instance. This includes options to:- Set whether using a
RigidbodyTypes.RigidbodyorRigidbodyTypes.Rigidbody2D. - Includes additional optional parameters to set the NetworkTransform,
Rigidbody, andRigidbody2dto use.
- Set whether using a
- Provides additional public methods:
NetworkRigidbodyBase.GetPositionto return the position of theRigidbodyorRigidbody2d(depending upon its initialized setting).NetworkRigidbodyBase.GetRotationto return the rotation of theRigidbodyorRigidbody2d(depending upon its initialized setting).NetworkRigidbodyBase.MovePositionto move to the position of theRigidbodyorRigidbody2d(depending upon its initialized setting).NetworkRigidbodyBase.MoveRotationto move to the rotation of theRigidbodyorRigidbody2d(depending upon its initialized setting).NetworkRigidbodyBase.Moveto move to the position and rotation of theRigidbodyorRigidbody2d(depending upon its initialized setting).NetworkRigidbodyBase.Moveto move to the position and rotation of theRigidbodyorRigidbody2d(depending upon its initialized setting).NetworkRigidbodyBase.SetPositionto set the position of theRigidbodyorRigidbody2d(depending upon its initialized setting).NetworkRigidbodyBase.SetRotationto set the rotation of theRigidbodyorRigidbody2d(depending upon its initialized setting).NetworkRigidbodyBase.ApplyCurrentTransformto set the position and rotation of theRigidbodyorRigidbody2dbased on the associatedGameObjecttransform (depending upon its initialized setting).NetworkRigidbodyBase.WakeIfSleepingto wake up the rigid body if sleeping.NetworkRigidbodyBase.SleepRigidbodyto put the rigid body to sleep.NetworkRigidbodyBase.IsKinematicto determine if theRigidbodyorRigidbody2d(depending upon its initialized setting) is currently kinematic.NetworkRigidbodyBase.SetIsKinematicto set theRigidbodyorRigidbody2d(depending upon its initialized setting) current kinematic state.NetworkRigidbodyBase.ResetInterpolationto reset theRigidbodyorRigidbody2d(depending upon its initialized setting) back to its original interpolation value when initialized.
- Now includes a
MonoBehaviour.FixedUpdateimplementation that will update the assigned NetworkTransform whenNetworkRigidbodyBase.UseRigidBodyForMotionis true. (#2863)
- For a customized
- Added
RigidbodyContactEventManagerthat provides a more optimized way to process collision enter and collision stay events as opposed to theMonobehaviourapproach. (#2863)- Can be used in client-server and distributed authority modes, but is particularly useful in distributed authority.
- Added rigid body motion updates to NetworkTransform which allows users to set interolation on rigid bodies. (#2863)
- Extrapolation is only allowed on authoritative instances, but custom class derived from
NetworkRigidbodyBaseor NetworkRigidBody orNetworkRigidbody2Dautomatically switches non-authoritative instances to interpolation if set to extrapolation.
- Extrapolation is only allowed on authoritative instances, but custom class derived from
- Added distributed authority mode support to NetworkAnimator. (#2863)
- Added session mode selection to NetworkManager inspector view. (#2863)
- Added distributed authority permissions feature. (#2863)
- Added distributed authority mode specific
NetworkObjectpermissions flags (Distributable, Transferable, and RequestRequired). (#2863) - Added distributed authority mode specific
NetworkObject.SetOwnershipStatusmethod that applies one or moreNetworkObjectinstance's ownership flags. If updated when spawned, the ownership permission changes are synchronized with the other connected clients. (#2863) - Added distributed authority mode specific
NetworkObject.RemoveOwnershipStatusmethod that removes one or moreNetworkObjectinstance's ownership flags. If updated when spawned, the ownership permission changes are synchronized with the other connected clients. (#2863) - Added distributed authority mode specific
NetworkObject.HasOwnershipStatusmethod that will return (true or false) whether one or more ownership flags is set. (#2863) - Added distributed authority mode specific
NetworkObject.SetOwnershipLockmethod that locks ownership of aNetworkObjectto prevent ownership from changing until the current owner releases the lock. (#2863) - Added distributed authority mode specific
NetworkObject.RequestOwnershipmethod that sends an ownership request to the current owner of a spawnedNetworkObjectinstance. (#2863) - Added distributed authority mode specific
NetworkObject.OnOwnershipRequestedcallback handler that is invoked on the owner/authoritative side when a non-owner requests ownership. Depending upon the boolean returned value depends upon whether the request is approved or denied. (#2863) - Added distributed authority mode specific
NetworkObject.OnOwnershipRequestResponsecallback handler that is invoked when a non-owner's request has been processed. This callback includes aNetworkObjet.OwnershipRequestResponseStatusresponse parameter that describes whether the request was approved or the reason why it was not approved. (#2863) - Added distributed authority mode specific
NetworkObject.DeferDespawnmethod that defers the despawning ofNetworkObjectinstances on non-authoritative clients based on the tick offset parameter. (#2863) - Added distributed authority mode specific
NetworkObject.OnDeferredDespawnCompletecallback handler that can be used to further control when deferring the despawning of aNetworkObjecton non-authoritative instances. (#2863) - Added
NetworkClient.SessionModeTypeas one way to determine the current session mode of the network session a client is connected to. (#2863) - Added distributed authority mode specific
NetworkClient.IsSessionOwnerproperty to determine if the current local client is the current session owner of a distributed authority session. (#2863) - Added distributed authority mode specific client side spawning capabilities. When running in distributed authority mode, clients can instantiate and spawn
NetworkObjectinstances (the local client is automatically the owner of the spawned object). (#2863)- This is useful to better visually synchronize owner authoritative motion models and newly spawned
NetworkObjectinstances (i.e. projectiles for example).
- This is useful to better visually synchronize owner authoritative motion models and newly spawned
- Added distributed authority mode specific client side player spawning capabilities. Clients will automatically spawn their associated player object locally. (#2863)
- Added distributed authority mode specific
NetworkConfig.AutoSpawnPlayerPrefabClientSideproperty (default is true) to provide control over the automatic spawning of player prefabs on the local client side. (#2863) - Added distributed authority mode specific
NetworkManager.OnFetchLocalPlayerPrefabToSpawncallback that, when assigned, will allow the local client to provide the player prefab to be spawned for the local client. (#2863)- This is only invoked if the
NetworkConfig.AutoSpawnPlayerPrefabClientSideproperty is set to true.
- This is only invoked if the
- Added distributed authority mode specific
NetworkBehaviour.HasAuthorityproperty that determines if the local client has authority over the associatedNetworkObjectinstance (typical use case is within a NetworkBehaviour script much like that ofIsServerorIsClient). (#2863) - Added distributed authority mode specific
NetworkBehaviour.IsSessionOwnerproperty that determines if the local client is the session owner (typical use case would be to determine if the local client can has scene management authority within a NetworkBehaviour script). (#2863) - Added support for distributed authority mode scene management where the currently assigned session owner can start scene events (i.e. scene loading and scene unloading). (#2863)
Fixed
- Fixed issue where the host was not invoking
OnClientDisconnectCallbackfor its own local client when internally shutting down. (#2822) - Fixed issue where NetworkTransform could potentially attempt to "unregister" a named message prior to it being registered. (#2807)
- Fixed issue where in-scene placed
NetworkObjects with complex nested childrenNetworkObjects (more than one child in depth) would not synchronize properly if WorldPositionStays was set to true. (#2796)
Changed
- Changed client side awareness of other clients is now the same as a server or host. (#2863)
- Changed
NetworkManager.ConnectedClientscan now be accessed by both server and clients. (#2863) - Changed
NetworkManager.ConnectedClientsListcan now be accessed by both server and clients. (#2863) - Changed NetworkTransform defaults to owner authoritative when connected to a distributed authority session. (#2863)
- Changed
NetworkVariabledefaults to owner write and everyone read permissions when connected to a distributed authority session (even if declared with server read or write permissions). (#2863) - Changed
NetworkObjectno longer implements theMonoBehaviour.Updatemethod in order to determine whether aNetworkObjectinstance has been migrated to a different scene. Instead, onlyNetworkObjectswith theSceneMigrationSynchronizationproperty set will be updated internally during theNetworkUpdateStage.PostLateUpdateby NetworkManager. (#2863) - Changed NetworkManager inspector view layout where properties are now organized by category. (#2863)
- Changed NetworkTransform to now use
NetworkTransformMessageas opposed to named messages for NetworkTransformState updates. (#2810) - Changed
CustomMessageManagerso it no longer attempts to register or "unregister" a null or empty string and will log an error if this condition occurs. (#2807)
[1.9.1] - 2024-04-18
Added
- Added
AnticipatedNetworkVariable<T>, which adds support for client anticipation of NetworkVariable values, allowing for more responsive game play (#2820) - Added
AnticipatedNetworkTransform, which adds support for client anticipation of NetworkTransforms (#2820) - Added
NetworkVariableBase.ExceedsDirtinessThresholdto allow network variables to throttle updates by only sending updates when the difference between the current and previous values exceeds a threshold. (This is exposed in NetworkVariablewith the callback NetworkVariable .CheckExceedsDirtinessThreshold) (#2820) - Added
NetworkVariableUpdateTraits, which add additional throttling support:MinSecondsBetweenUpdateswill prevent theNetworkVariablefrom sending updates more often than the specified time period (even if it exceeds the dirtiness threshold), whileMaxSecondsBetweenUpdateswill force a dirtyNetworkVariableto send an update after the specified time period even if it has not yet exceeded the dirtiness threshold. (#2820) - Added virtual method
NetworkVariableBase.OnInitialize()which can be used byNetworkVariablesubclasses to add initialization code (#2820) - Added virtual method
NetworkVariableBase.Update(), which is called once per frame to support behaviors such as interpolation between an anticipated value and an authoritative one. (#2820) - Added
NetworkTime.TickWithPartial, which represents the current tick as a double that includes the fractional/partial tick value. (#2820) NetworkVariablenow includes built-in support forNativeHashSet,NativeHashMap,List,HashSet, andDictionary(#2813)NetworkVariablenow includes delta compression for collection values (NativeList,NativeArray,NativeHashSet,NativeHashMap,List,HashSet,Dictionary, andFixedStringtypes) to save bandwidth by only sending the values that changed. (Note: ForNativeList,NativeArray, andList, this algorithm works differently than that used inNetworkList. This algorithm will use less bandwidth for "set" and "add" operations, butNetworkListis more bandwidth-efficient if you are performing frequent "insert" operations.) (#2813)UserNetworkVariableSerializationnow has optional callbacks forWriteDeltaandReadDelta. If both are provided, they will be used for all serialization operations on NetworkVariables of that type except for the first one for each client. If either is missing, the existingWriteandReadwill always be used. (#2813)- Network variables wrapping
INetworkSerializabletypes can perform delta serialization by settingUserNetworkVariableSerialization<T>.WriteDeltaandUserNetworkVariableSerialization<T>.ReadDeltafor those types. The built-inINetworkSerializableserializer will continue to be used for all other serialization operations, but if those callbacks are set, it will call into them on all but the initial serialization to perform delta serialization. (This could be useful if you have a large struct where most values do not change regularly and you want to send only the fields that did change.) (#2813)
Fixed
- Fixed issue where
NetworkTransformEditorwould throw and exception if you excluded the physics package. (#2871) - Fixed issue where NetworkTransform could not properly synchronize its base position when using half float precision. (#2845)
- Fixed issue where the host was not invoking
OnClientDisconnectCallbackfor its own local client when internally shutting down. (#2822) - Fixed issue where NetworkTransform could potentially attempt to "unregister" a named message prior to it being registered. (#2807)
- Fixed issue where in-scene placed
NetworkObjects with complex nested childrenNetworkObjects (more than one child in depth) would not synchronize properly if WorldPositionStays was set to true. (#2796)
Changed
- Changed
NetworkObjectReferenceandNetworkBehaviourReferenceto allow null references when constructing and serializing. (#2874) - Changed NetworkAnimator no longer requires the
Animatorcomponent to exist on the sameGameObject. (#2872) - Changed NetworkTransform to now use
NetworkTransformMessageas opposed to named messages for NetworkTransformState updates. (#2810) - Changed
CustomMessageManagerso it no longer attempts to register or "unregister" a null or empty string and will log an error if this condition occurs. (#2807)
[1.8.1] - 2024-02-05
Fixed
- Fixed a compile error when compiling for IL2CPP targets when using the new
[Rpc]attribute. (#2824)
[1.8.0] - 2023-12-12
Added
- Added a new RPC attribute, which is simply
Rpc. (#2762)- This is a generic attribute that can perform the functions of both Server and Client RPCs, as well as enabling client-to-client RPCs. Includes several default targets:
Server,NotServer,Owner,NotOwner,Me,NotMe,ClientsAndHost, andEveryone. Runtime overrides are available for any of these targets, as well as for sending to a specific ID or groups of IDs. - This attribute also includes the ability to defer RPCs that are sent to the local process to the start of the next frame instead of executing them immediately, treating them as if they had gone across the network. The default behavior is to execute immediately.
- This attribute effectively replaces
ServerRpcandClientRpc.ServerRpcandClientRpcremain in their existing forms for backward compatibility, butRpcwill be the recommended and most supported option.
- This is a generic attribute that can perform the functions of both Server and Client RPCs, as well as enabling client-to-client RPCs. Includes several default targets:
- Added
NetworkManager.OnConnectionEventas a unified connection event callback to notify clients and servers of all client connections and disconnections within the session (#2762) - Added
NetworkManager.ServerIsHostandNetworkBehaviour.ServerIsHostto allow a client to tell if it is connected to a host or to a dedicated server (#2762) - Added
SceneEventProgress.SceneManagementNotEnabledreturn status to be returned when aNetworkSceneManagermethod is invoked and scene management is not enabled. (#2735) - Added
SceneEventProgress.ServerOnlyActionreturn status to be returned when aNetworkSceneManagermethod is invoked by a client. (#2735) - Added
NetworkObject.InstantiateAndSpawnandNetworkSpawnManager.InstantiateAndSpawnmethods to simplify prefab spawning by assuring that the prefab is valid and applies any override prior to instantiating theGameObjectand spawning theNetworkObjectinstance. (#2710)
Fixed
- Fixed issue where a client disconnected by a server-host would not receive a local notification. (#2789)
- Fixed issue where a server-host could shutdown during a relay connection but periodically the transport disconnect message sent to any connected clients could be dropped. (#2789)
- Fixed issue where a host could disconnect its local client but remain running as a server. (#2789)
- Fixed issue where
OnClientDisconnectedCallbackwas not being invoked under certain conditions. (#2789) - Fixed issue where
OnClientDisconnectedCallbackwas always returning 0 as the client identifier. (#2789) - Fixed issue where if a host or server shutdown while a client owned NetworkObjects (other than the player) it would throw an exception. (#2789)
- Fixed issue where setting values on a
NetworkVariableorNetworkListwithinOnNetworkDespawnduring a shutdown sequence would throw an exception. (#2789) - Fixed issue where a teleport state could potentially be overridden by a previous unreliable delta state. (#2777)
- Fixed issue where NetworkTransform was using the
NetworkManager.ServerTime.Tickas opposed toNetworkManager.NetworkTickSystem.ServerTime.Tickduring the authoritative side's tick update where it performed a delta state check. (#2777) - Fixed issue where a parented in-scene placed NetworkObject would be destroyed upon a client or server exiting a network session but not unloading the original scene in which the NetworkObject was placed. (#2737)
- Fixed issue where during client synchronization and scene loading, when client synchronization or the scene loading mode are set to
LoadSceneMode.Single, aCreateObjectMessagecould be received, processed, and the resultant spawnedNetworkObjectcould be instantiated in the client's currently active scene that could, towards the end of the client synchronization or loading process, be unloaded and cause the newly createdNetworkObjectto be destroyed (and throw and exception). (#2735) - Fixed issue where a NetworkTransform instance with interpolation enabled would result in wide visual motion gaps (stuttering) under above normal latency conditions and a 1-5% or higher packet are drop rate. (#2713)
- Fixed issue where you could not have multiple source network prefab overrides targeting the same network prefab as their override. (#2710)
Changed
- Changed the server or host shutdown so it will now perform a "soft shutdown" when
NetworkManager.Shutdownis invoked. This will send a disconnect notification to all connected clients and the server-host will wait for all connected clients to disconnect or timeout after a 5 second period before completing the shutdown process. (#2789) - Changed
OnClientDisconnectedCallbackwill now return the assigned client identifier on the local client side if the client was approved and assigned one prior to being disconnected. (#2789) - Changed
NetworkTransform.SetState(and related methods) now are cumulative during a fractional tick period and sent on the next pending tick. (#2777) NetworkManager.ConnectedClientsIdsis now accessible on the client side and will contain the list of all clients in the session, including the host client if the server is operating in host mode (#2762)- Changed
NetworkSceneManagerto return aSceneEventProgressstatus and not throw exceptions for methods invoked when scene management is disabled and when a client attempts to access aNetworkSceneManagermethod by a client. (#2735) - Changed NetworkTransform authoritative instance tick registration so a single NetworkTransform specific tick event update will update all authoritative instances to improve perofmance. (#2713)
- Changed
NetworkPrefabs.OverrideToNetworkPrefabdictionary is no longer used/populated due to it ending up being related to a regression bug and not allowing more than one override to be assigned to a network prefab asset. (#2710) - Changed in-scene placed
NetworkObjects now store their source network prefab asset'sGlobalObjectIdHashinternally that is used, when scene management is disabled, by clients to spawn the correct prefab even if theNetworkPrefabentry has an override. This does not impact dynamically spawning the same prefab which will yield the override on both host and client. (#2710) - Changed in-scene placed
NetworkObjects no longer require aNetworkPrefabentry withGlobalObjectIdHashoverride in order for clients to properly synchronize. (#2710) - Changed in-scene placed
NetworkObjects now set theirIsSceneObjectvalue when generating theirGlobalObjectIdHashvalue. (#2710) - Changed the default
NetworkConfig.SpawnTimeoutvalue from 1.0s to 10.0s. (#2710)
[1.7.1] - 2023-11-15
Added
Fixed
- Fixed a bug where having a class with Rpcs that inherits from a class without Rpcs that inherits from NetworkVariable would cause a compile error. (#2751)
- Fixed issue where
NetworkBehaviour.Synchronizewas not truncating the write buffer if nothing was serialized duringNetworkBehaviour.OnSynchronizecausing an additional 6 bytes to be written per NetworkBehaviour component instance. (#2749)
[1.7.0] - 2023-10-11
Added
- exposed NetworkObject.GetNetworkBehaviourAtOrderIndex as a public API (#2724)
- Added context menu tool that provides users with the ability to quickly update the GlobalObjectIdHash value for all in-scene placed prefab instances that were created prior to adding a NetworkObject component to it. (#2707)
- Added methods NetworkManager.SetPeerMTU and NetworkManager.GetPeerMTU to be able to set MTU sizes per-peer (#2676)
- Added
GenerateSerializationForGenericParameterAttribute, which can be applied to user-created Network Variable types to ensure the codegen generates serialization for the generic types they wrap. (#2694) - Added
GenerateSerializationForTypeAttribute, which can be applied to any class or method to ensure the codegen generates serialization for the specific provided type. (#2694) - Exposed
NetworkVariableSerialization<T>.Read,NetworkVariableSerialization<T>.Write,NetworkVariableSerialization<T>.AreEqual, andNetworkVariableSerialization<T>.Duplicateto further support the creation of user-created network variables by allowing users to access the generated serialization methods and serialize generic types efficiently without boxing. (#2694) - Added
NetworkVariableBase.MarkNetworkBehaviourDirtyso that user-created network variable types can mark their containing NetworkBehaviour to be processed by the update loop. (#2694)
Fixed
- Fixed issue where the server side
NetworkSceneManagerinstance was not adding the currently active scene to its list of scenes loaded. (#2723) - Generic NetworkBehaviour types no longer result in compile errors or runtime errors (#2720)
- Rpcs within Generic NetworkBehaviour types can now serialize parameters of the class's generic types (but may not have generic types of their own) (#2720)
- Errors are no longer thrown when entering play mode with domain reload disabled (#2720)
- NetworkSpawn is now correctly called each time when entering play mode with scene reload disabled (#2720)
- NetworkVariables of non-integer types will no longer break the inspector (#2714)
- NetworkVariables with NonSerializedAttribute will not appear in the inspector (#2714)
- Fixed issue where
UnityTransportwould attempt to establish WebSocket connections even if using UDP/DTLS Relay allocations when the build target was WebGL. This only applied to working in the editor since UDP/DTLS can't work in the browser. (#2695) - Fixed issue where a NetworkBehaviour component's
OnNetworkDespawnwas not being invoked on the host-server side for an in-scene placedNetworkObjectwhen a scene was unloaded (during a scene transition) and the NetworkBehaviour component was positioned/ordered before theNetworkObjectcomponent. (#2685) - Fixed issue where
SpawnWithObserverswas not being honored whenNetworkConfig.EnableSceneManagementwas disabled. (#2682) - Fixed issue where NetworkAnimator was not internally tracking changes to layer weights which prevented proper layer weight synchronization back to the original layer weight value. (#2674)
- Fixed "writing past the end of the buffer" error when calling ResetDirty() on managed network variables that are larger than 256 bytes when serialized. (#2670)
- Fixed issue where generation of the
DefaultNetworkPrefabsasset was not enabled by default. (#2662) - Fixed issue where the
GlobalObjectIdHashvalue could be updated but the asset not marked as dirty. (#2662) - Fixed issue where the
GlobalObjectIdHashvalue of a (network) prefab asset could be assigned an incorrect value when editing the prefab in a temporary scene. (#2662) - Fixed issue where the
GlobalObjectIdHashvalue generated after creating a (network) prefab from an object constructed within the scene would not be the correct final value in a stand alone build. (#2662)
Changed
- Updated dependency on
com.unity.transportto version 1.4.0. (#2716)
[1.6.0] - 2023-08-09
Added
- Added a protected virtual method
NetworkTransform.OnInitialize(ref NetworkTransformState replicatedState)that just returns the replicated state reference.
Fixed
- Fixed issue where invoking
NetworkManager.ShutdownwithinNetworkManager.OnClientStoppedorNetworkManager.OnServerStoppedwould forceNetworkManager.ShutdownInProgressto remain true after completing the shutdown process. (#2661) - Fixed issue where ARMv7 Android builds would crash when trying to validate the batch header. (#2654)
- Fixed issue with client synchronization of position when using half precision and the delta position reaches the maximum value and is collapsed on the host prior to being forwarded to the non-owner clients. (#2636)
- Fixed issue with scale not synchronizing properly depending upon the spawn order of NetworkObjects. (#2636)
- Fixed issue position was not properly transitioning between ownership changes with an owner authoritative NetworkTransform. (#2636)
- Fixed issue where a late joining non-owner client could update an owner authoritative NetworkTransform if ownership changed without any updates to position prior to the non-owner client joining. (#2636)
Changed
[1.5.2] - 2023-07-24
Added
Fixed
- Bumped minimum Unity version supported to 2021.3 LTS
- Fixed issue where
NetworkClient.OwnedObjectswas not returning any owned objects due to theNetworkClient.IsConnectednot being properly set. (#2631) - Fixed a crash when calling TrySetParent with a null Transform (#2625)
- Fixed issue where a NetworkTransform using full precision state updates was losing transform state updates when interpolation was enabled. (#2624)
- Fixed issue where
NetworkObject.SpawnWithObserverswas not being honored for late joining clients. (#2623) - Fixed issue where invoking
NetworkManager.Shutdownmultiple times, depending upon the timing, could cause an exception. (#2622) - Fixed issue where removing ownership would not notify the server that it gained ownership. This also resolves the issue where an owner authoritative NetworkTransform would not properly initialize upon removing ownership from a remote client. (#2618)
- Fixed ILPP issues when using CoreCLR and for certain dedicated server builds. (#2614)
- Fixed an ILPP compile error when creating a generic NetworkBehaviour singleton with a static T instance. (#2603)
Changed
[1.5.1] - 2023-06-07
Added
- Added support for serializing
NativeArray<>andNativeList<>inFastBufferReader/FastBufferWriter,BufferSerializer,NetworkVariable, and RPCs. (To useNativeList<>, addUNITY_NETCODE_NATIVE_COLLECTION_SUPPORTto your Scripting Define Symbols inProject Settings > Player) (#2375) - The location of the automatically-created default network prefab list can now be configured (#2544)
- Added: Message size limits (max single message and max fragmented message) can now be set using NetworkManager.MaximumTransmissionUnitSize and NetworkManager.MaximumFragmentedMessageSize for transports that don't work with the default values (#2530)
- Added
NetworkObject.SpawnWithObserversproperty (default is true) that when set to false will spawn aNetworkObjectwith no observers and will not be spawned on any client untilNetworkObject.NetworkShowis invoked. (#2568)
Fixed
- Fixed: Fixed a null reference in codegen in some projects (#2581)
- Fixed issue where the
OnClientDisconnectedclient identifier was incorrect after a pending client connection was denied. (#2569) - Fixed warning "Runtime Network Prefabs was not empty at initialization time." being erroneously logged when no runtime network prefabs had been added (#2565)
- Fixed issue where some temporary debug console logging was left in a merged PR. (#2562)
- Fixed the "Generate Default Network Prefabs List" setting not loading correctly and always reverting to being checked. (#2545)
- Fixed issue where users could not use NetworkSceneManager.VerifySceneBeforeLoading to exclude runtime generated scenes from client synchronization. (#2550)
- Fixed missing value on
NetworkListEventforEventType.RemoveAtevents. (#2542,#2543) - Fixed issue where parenting a NetworkTransform under a transform with a scale other than Vector3.one would result in incorrect values on non-authoritative instances. (#2538)
- Fixed issue where a server would include scene migrated and then despawned NetworkObjects to a client that was being synchronized. (#2532)
- Fixed the inspector throwing exceptions when attempting to render
NetworkVariables of enum types. (#2529) - Making a
NetworkVariablewith anINetworkSerializabletype that doesn't meet thenew()constraint will now create a compile-time error instead of an editor crash (#2528) - Fixed Multiplayer Tools package installation docs page link on the NetworkManager popup. (#2526)
- Fixed an exception and error logging when two different objects are shown and hidden on the same frame (#2524)
- Fixed a memory leak in
UnityTransportthat occurred ifStartClientfailed. (#2518) - Fixed issue where a client could throw an exception if abruptly disconnected from a network session with one or more spawned
NetworkObject(s). (#2510) - Fixed issue where invalid endpoint addresses were not being detected and returning false from NGO UnityTransport. (#2496)
- Fixed some errors that could occur if a connection is lost and the loss is detected when attempting to write to the socket. (#2495)
Changed
- Adding network prefabs before NetworkManager initialization is now supported. (#2565)
- Connecting clients being synchronized now switch to the server's active scene before spawning and synchronizing NetworkObjects. (#2532)
- Updated
UnityTransportdependency oncom.unity.transportto 1.3.4. (#2533) - Improved performance of NetworkBehaviour initialization by replacing reflection when initializing NetworkVariables with compile-time code generation, which should help reduce hitching during additive scene loads. (#2522)
[1.4.0] - 2023-04-10
Added
- Added a way to access the GlobalObjectIdHash via PrefabIdHash for use in the Connection Approval Callback. (#2437)
- Added
OnServerStartedandOnServerStoppedevents that will trigger only on the server (or host player) to notify that the server just started or is no longer active (#2420) - Added
OnClientStartedandOnClientStoppedevents that will trigger only on the client (or host player) to notify that the client just started or is no longer active (#2420) - Added
NetworkTransform.UseHalfFloatPrecisionproperty that, when enabled, will use half float values for position, rotation, and scale. This yields a 50% bandwidth savings a the cost of precision. (#2388) - Added
NetworkTransform.UseQuaternionSynchronizationproperty that, when enabled, will synchronize the entire quaternion. (#2388) - Added
NetworkTransform.UseQuaternionCompressionproperty that, when enabled, will use a smallest three implementation reducing a full quaternion synchronization update to the size of an unsigned integer. (#2388) - Added
NetworkTransform.SlerpPositionproperty that, when enabled along with interpolation being enabled, will interpolate usingVector3.Slerp. (#2388) - Added
BufferedLinearInterpolatorVector3that replaces the float version, is now used by NetworkTransform, and provides the ability to enable or disableSlerp. (#2388) - Added
HalfVector3used for scale when half float precision is enabled. (#2388) - Added
HalfVector4used for rotation when half float precision and quaternion synchronization is enabled. (#2388) - Added
HalfVector3DeltaPositionused for position when half float precision is enabled. This handles loss in position precision by updating only the delta position as opposed to the full position. (#2388) - Added
NetworkTransform.GetSpaceRelativePositionandNetworkTransform.GetSpaceRelativeRotationhelper methods to return the proper values depending upon whether local or world space. (#2388) - Added
NetworkTransform.OnAuthorityPushTransformStatevirtual method that is invoked just prior to sending theNetworkTransformStateto non-authoritative instances. This provides users with the ability to obtain more precise delta values for prediction related calculations. (#2388) - Added
NetworkTransform.OnNetworkTransformStateUpdatedvirtual method that is invoked just after the authoritativeNetworkTransformStateis applied. This provides users with the ability to obtain more precise delta values for prediction related calculations. (#2388) - Added
NetworkTransform.OnInitializevirtual method that is invoked after the NetworkTransform has been initialized or re-initialized when ownership changes. This provides for a way to make adjustments when NetworkTransform is initialized (i.e. resetting client prediction etc) (#2388) - Added
NetworkObject.SynchronizeTransformproperty (default is true) that provides users with another way to help with bandwidth optimizations where, when set to false, theNetworkObject's associated transform will not be included when spawning and/or synchronizing late joining players. (#2388) - Added
NetworkSceneManager.ActiveSceneSynchronizationEnabledproperty, disabled by default, that enables client synchronization of server-side active scene changes. (#2383) - Added
NetworkObject.ActiveSceneSynchronization, disabled by default, that will automatically migrate aNetworkObjectto a newly assigned active scene. (#2383) - Added
NetworkObject.SceneMigrationSynchronization, enabled by default, that will synchronize client(s) when aNetworkObjectis migrated into a new scene on the server side viaSceneManager.MoveGameObjectToScene. (#2383)
Changed
- Made sure the
CheckObjectVisibilitydelegate is checked and applied, uponNetworkShowattempt. Found while supporting (#2454), although this is not a fix for this (already fixed) issue. (#2463) - Changed 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
NetworkTransformStatestructure is now public and now has public methods that provide access to key properties of theNetworkTransformStatestructure. (#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
NetworkSceneManagerto migrate dynamically spawnedNetworkObjects withDestroyWithSceneset to false into the active scene if their current scene is unloaded. (#2383) - Updated the server to synchronize its local
NetworkSceneManager.ClientSynchronizationModeduring the initial client synchronization. (#2383)
Fixed
- Fixed issue where during client synchronization the synchronizing client could receive a ObjectSceneChanged message before the client-side NetworkObject instance had been instantiated and spawned. (#2502)
- Fixed issue where 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
NetworkVariables in derived NetworkBehaviours (#2423) - Fixed issue where runtime association of
Animatorproperties toAnimationCurves would cause NetworkAnimator to attempt to update those changes. (#2416) - Fixed issue where NetworkAnimator would not check if its associated
Animatorwas 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 the
NetworkTransform.InLocalSpacevalue changed. This issue only impacted NetworkTransform when interpolation was enabled. (#2388) - Fixed issue when the
NetworkSceneManager.ClientSynchronizationModeisLoadSceneMode.Additiveand the server changes the currently active scene prior to a client connecting then upon a client connecting and being synchronized the NetworkSceneManager would clear its internal ScenePlacedObjects list that could already be populated. (#2383) - Fixed issue where a client would load duplicate scenes of already preloaded scenes during the initial client synchronization and
NetworkSceneManager.ClientSynchronizationModewas set toLoadSceneMode.Additive. (#2383)
[1.3.1] - 2023-03-27
Added
- Added detection and graceful handling of corrupt packets for additional safety. (#2419)
Changed
- The UTP component UI has been updated to be more user-friendly for new users by adding a simple toggle to switch between local-only (127.0.0.1) and remote (0.0.0.0) binding modes, using the toggle "Allow Remote Connections" (#2408)
- Updated
UnityTransportdependency oncom.unity.transportto 1.3.3. (#2450) NetworkShow()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 NetworkAnimator issue where it was not checking for
AnimatorStateTtansition.destinationStateMachineand 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 associated
NetworkObjectwas 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 the NetworkBehaviour prior 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 to NetworkManager andstring 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 NetworkTransform components nested under a parent with a
NetworkObjectcomponent (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 starting NetworkManager as 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 the NetworkManager allowing 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 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.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, with NetworkBehaviour components it will no longer attempt to spawn the associated NetworkBehaviour(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 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 from
OnClientConnectedCallbackwhen 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 to NetworkManager. This callback is invoked when the manager'sNetworkTransportencounters an unrecoverable error. Transport failures also cause the NetworkManager to 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 to NetworkManager 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
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 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
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 NetworkBehaviour to a NetworkManager 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 the
NativeArraythat 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 while
Animatorwas 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
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 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
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 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.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 a NetworkManager that 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 NetworkTransform implementation with per axis/component based and threshold based state replication (#1042, #1055, #1061, #1084, #1101)
- Added a jitter-resistent
BufferedLinearInterpolator<T>for NetworkTransform (#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
- NetworkBehaviour and
NetworkObject's NetworkManager 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.IsSpawneda quick (and stable) way to determine if the associated NetworkObject is spawned (#1190)- Added NetworkRigidBody and
NetworkRigidbody2Dcomponents to support networkingRigidbodyandRigidbody2Dcomponents (#1202, #1175) - Added
NetworkObjectReferenceandNetworkBehaviourReferencestructs which allow to sendingNetworkObject/Behavioursover RPCs/NetworkVariables (#1173) - Added NetworkAnimator component to support networking
Animatorcomponent (#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 NetworkManager is 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)
- 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.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's
StopServer(),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 NetworkManager shutdown when quitting the application or switching scenes (#1011)
- Now NetworkManager shutdowns correctly and despawns existing
NetworkObjects
- Now NetworkManager shutdowns correctly and despawns existing
- Fixed Only one
PlayerPrefabcan be selected on NetworkManager 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
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, NetworkTransform now uses
NetworkVariables 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 transitions- NetworkTransform interpolates 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 NetworkManager and
NetworkConfig. - Removed "hail handshake", including NetworkManager implementation and
NetworkConstantsentries. - Modified
RpcQueueandRpcBatcherinternals to remove encryption and authentication from reading and writing.
- Removed
- Removed the previous MLAPI Profiler editor window from Unity versions 2020.2 and later.
- Removed previous MLAPI Convenience and Performance RPC APIs with the new standard RPC API. See RFC #1 for details.
- GitHub 520: Removed the MLAPI Installer.
Known Issues
NetworkNavMeshAgentdoes not synchronize mesh data, Agent Size, Steering, Obstacle Avoidance, or Path Finding settings. It only synchronizes the destination and velocity, not the path to the destination.- For
RPC, methods with aClientRpcorServerRpcsuffix which are not marked with [ServerRpc] or [ClientRpc] will cause a compiler error. - For NetworkAnimator, Animator Overrides are not supported. Triggers do not work.
- For
NetworkVariable, theNetworkDictionaryListandSetmust use thereliableSequencedchannel. NetworkObjectss are supported but when spawning a prefab with nested child network objects you have to manually call spawn on them- NetworkTransform 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 useNetworkBufferas the underlying stream for sending named and unnamed messages. - For NetworkManager, connection management is limited. Use
IsServer,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