Upgrading from Entities 0.51 to 1.0
The Netcode for Entities introduces many changes and the upgrade process from 0.51 to 1.0 can be a little laborious.
Classed renamed and moved in other assemblies
- The following components have been renamed and will be automatically updated:
Original Name | New Name |
---|---|
NetworkSnapshotAckComponent | NetworkSnapshotAck |
IncomingSnapshotDataStreamBufferComponent | IncomingSnapshotDataStreamBuffer |
IncomingRpcDataStreamBufferComponent | IncomingRpcDataStreamBuffer |
OutgoingRpcDataStreamBufferComponent | OutgoingRpcDataStreamBuffer |
IncomingCommandDataStreamBufferComponent | IncomingCommandDataStreamBuffer |
OutgoingCommandDataStreamBufferComponent | OutgoingCommandDataStreamBuffer |
NetworkIdComponent | NetworkId |
CommandTargetComponent | CommandTarget |
GhostComponent | GhostInstance |
GhostChildEntityComponent | GhostChildEntity |
GhostOwnerComponent | GhostOwner |
PredictedGhostComponent | PredictedGhost |
GhostTypeComponent | GhostType |
SharedGhostTypeComponent | GhostTypePartition |
GhostCleanupComponent | GhostCleanup |
GhostPrefabMetaDataComponent | GhostPrefabMetaData |
PredictedGhostSpawnRequestComponent | PredictedGhostSpawnRequest |
PendingSpawnPlaceholderComponent | PendingSpawnPlaceholder |
ReceiveRpcCommandRequestComponent | ReceiveRpcCommandRequest |
SendRpcCommandRequestComponent | SendRpcCommandRequest |
- The
DefaultUserParams
has been renamed toDefaultSmoothingActionUserParams
. - The
DefaultTranslateSmoothingAction
has been renamed toDefaultTranslationSmoothingAction
. ClientServerTickRate.MaxSimulationLongStepTimeMultiplier
has been renamed toClientServerTickRate.MaxSimulationStepBatchSize
- The
NetworkCompressionModel
has been moved to Unity.Collection and renamed toStreamCompressionModel
. - The utility method
GhostPredictionSystemGroup.ShouldPredict
has been moved to thePredictedGhostComponent
. GhostComponentAttribute.OwnerPredictedSendType
has been renamed toGhostComponentAttribute.SendTypeOptimization
.ClientServerTickRate.MaxSimulationLongStepTimeMultiplier
is renamed toClientServerTickRate.MaxSimulationStepBatchSize
.GhostPredictionSystemGroup
has been renamed toPredictedSimulationSystemGroup
.
PredictedTick, ServerTick and in general time information.
All the information in regards the current simulated tick MUST be retrieved from the NetworkTim
singleton. In particular:
- The
GhostPredictionSystemGroup.PredictedTick
has been removed. You must always use theNetworkTime.ServerTick
instead, that will always correcly reflect the current predicted tick when inspected inside the prediction loop. - The
GhostPredictionSystemGroup.IsFinalPredictionTick
has been removed. Use theNetworkTime.IsFinalPredictionTick
property instead. - The
ClientSimulationSystemGroup ServerTick
,ServerTickFraction
,InterpolationTick
andInterpolationTickFraction
has been removed. You can retrieve the same properties from theNetworkTime
singleton.
Please refer to the NetworkTime
component documentation for further information about the different timing properties and the flags behaviours.
Use the new singletons to access APIs and shared data.
All Netcode systems (apart some exception) should be considered stateless. All the public and accessible data is store inside entities singletons. We removed many APIs from system and moved instead into this new singleton components:
- When using the netcode logging system calls to
GetExistingSystem<NetDebugSystem>().NetDebug
must be replaced withGetSingleton<NetDebug>()
, orGetSingletonRW<NetDebug>
if you are changing the log level. - The
Connect
andListen
methods have moved to theNetworkStreamDriver
singleton. GhostSimulationSystemGroup.SpawnedGhostEntityMap
has been replaced by aSpawnedGhostEntityMap
singleton.- The ghost relevancy map and mode has moved from the
GhostSendSystem
to aGhostRelevancy
singleton. GhostCountOnServer
andGhostCountOnClient
has been moved fromGhostReceiveSystem
to a singleton APIGhostCount
- The API to register smoothing functions for prediction has moved from the
GhostPredictionSmoothingSystem
system to theGhostPredictionSmoothing
singleton. - The API to register RPCs and get RPC queues has moved from
RpcSystem
to the singletonRpcCollection
- Calls to
GetExistingSystem<GhostSimulationSystemGroup>().SpawnedGhostEntityMap
must be replaced withGetSingleton<SpawnedGhostEntityMap>().Value
. Waiting for or settingLastGhostMapWriter
is no longer required and should be removed. - Calls to
GetExistingSystem<GhostSendSystem>().GhostRelevancySet
andGetExistingSystem<GhostSendSystem>().GhostRelevancyMode
must be replaced withGetSingletonRW<GhostRelevancy>.GhostRelevancySet
andGetSingletonRW<GhostRelevancy>.GhostRelevancyMode
. Waiting for or settingGhostRelevancySetWriteHandle
is no longer required and should be removed. - Calls to
GetExistingSystem<NetworkStreamReceiveSystem>().Connect
andGetExistingSystem<NetworkStreamReceiveSystem>().Listen
must be replaced withGetSingletonRW<NetworkStreamDriver>.Connect
andGetSingletonRW<NetworkStreamDriver>.Listen
.
Changes in visiblity and depracted APIs.
The
LagCompensationConfig
has been removed. Use the unifiedNetCodePhysicsConfig
authoring component instead of using theLagCompensationConfig
authoring component to enable lag compensation.Any calls to the static
RpcSystem.DynamicAssemblyList
should be replaced with instanced calls to the property with the same name. Ensure you do so during world creation, beforeRpcSystem.OnUpdate
is called. You can see an exaple of this in our NetcodeSamples.Any editor-only calls to
ClientServerBootstrap.RequestedAutoConnect
should be replaced withClientServerBootstrap.TryFindAutoConnectEndPoint
, which handles allPlayTypes
.The
GhostCollectionSystem.CreatePredictedSpawnPrefab
API has been removed as clients will now automatically have predict spawned ghost prefabs set up for them. They can instantiate prefabs the normal way and don't need to call this API.The
PrespawnsSceneInitialized
,SubScenePrespawnBaselineResolved
,PrespawnGhostBaseline
,PrespawnSceneLoaded
,PrespawnGhostIdRange
have internal visibility.The
PrespawnSubsceneElementExtensions
has internal visibility.The
LiveLinkPrespawnSectionReference
are now internal. Used only in the Editor as a work around to entities conversion limitation. It should not be a public component that can be added by the user.The
GhostCollectionSystem.CreatePredictedSpawnPrefab
API has been deprected. The clients will now automatically have predict spawned ghost prefabs set up for them and just instantiate prefabs the normal way.The static bool
RpcSystem.DynamicAssemblyList
has been removed, replaced by a non-static property with the same name.ClientServerBootstrap.RequestedAutoConnect
(an editor only property) has been replaced withClientServerBootstrap.TryFindAutoConnectEndPoint
.ThinClientComponent
has been removed, useWorld.IsThinClient()
instead.The
NetworkStreamDisconnected
component has been removed, add aConnectionState
component to connections you want to detect disconnects for and use a reactive system.The
CommandReceiveClearSystem
andCommandSendPacketSystem
are not internalThe
StartStreamingSceneGhosts
andStopStreamingSceneGhosts
to be internal RPC. If user wants to customise the prespawn scene flow, they need to add their own RPC.
New way to pass templates to source generator
- Netcode source generator templates should now use the passed to the generators using
additional files
. The template must have aNetCodeSourceGenerator.additionalfile
extension, and should be identified using a unique id, that must be present in the first line of the template.
Find more information in the templates and templates documentation.
Netcode groups, world filtering and detect world types.
- Use
IsClient
,IsServer
andIsThinClient
helper methods onWorld
andWorldUnmanaged
to inspect if a world is client, server or thin-client respectively. - The netcode specific top-level system groups and
[UpdateInWorld]
have been removed, the replacement is[WorldSystemFilter]
and the mappings are
Old | New |
---|---|
[UpdateInGroup(typeof(ClientInitializationSystemGroup))] |
[UpdateInGroup(typeof(InitializationSystemGroup))][WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)] |
[UpdateInGroup(typeof(ClientSimulationSystemGroup))] |
[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)] |
[UpdateInGroup(typeof(ClientPresentationSystemGroup))] |
[UpdateInGroup(typeof(PresentationSystemGroup)] |
[UpdateInGroup(typeof(ServerInitializationSystemGroup))] |
[UpdateInGroup(typeof(InitializationSystemGroup))][WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)] |
[UpdateInGroup(typeof(ServerSimulationSystemGroup))] |
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)] |
[UpdateInGroup(typeof(ClientAndServerInitializationSystemGroup))] |
[UpdateInGroup(typeof(InitializationSystemGroup))][WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation|WorldSystemFilterFlags.ClientSimulation)] |
[UpdateInGroup(typeof(ClientAndServerSimulationSystemGroup))] |
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation|WorldSystemFilterFlags.ClientSimulation)] |
[UpdateInWorld(TargetWorld.Client)] |
[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)] |
[UpdateInWorld(TargetWorld.Server)] |
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)] |
[UpdateInWorld(TargetWorld.ClientAndServer)] |
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation|WorldSystemFilterFlags.ClientSimulation)] |
[UpdateInWorld(TargetWorld.Default)] |
[WorldSystemFilter(WorldSystemFilterFlags.LocalSimulation)] |
if (World.GetExistingSystem<ServerSimulationSystemGroup>()!=null) |
if (World.IsServer()) |
if (World.GetExistingSystem<ClientSimulationSystemGroup>()!=null) |
if (World.IsClient()) |
Major changes for ghost field serialization
- All child entities in Ghosts now default to the
DontSerializeVariant
as serializing child ghosts is relatively expensive (due to poor 'locality of reference' of child entities in other chunks, and the random-access nature of iterating child entities). Thus,GhostComponentAttribute.SendDataForChildEntity = false
is now the default, and you'll need to set this flag to true for all types that should be sent for children. If you'd like to replicate hierarchies, we strongly encourage you to create multiple ghost prefabs, with custom, faked transform parenting logic that keeps the hierarchy flat. Explicit child hierarchies should only be used if the snapshot updates of one hierarchy must be in sync. RegisterDefaultVariants
has changed signature to now use aRule
. This forces users to be explicit about whether or not they want their user-defined defaults to apply to child entities too.- All
GhostAuthoringComponent
ComponentOverrides
have been clobbered during the upgrade (apologies!). Please re-apply allComponentOverrides
via the new (optional)GhostAuthoringInspectionComponent
. - Inside your
RegisterDefaultVariants
method, replace alldefaultVariants.Add(new ComponentType(typeof(SomeType)), typeof(SomeTypeDefaultVariant));
withdefaultVariants.Add(new ComponentType(typeof(SomeType)), Rule.OnlyParent(typeof(SomeTypeDefaultVariant)));
, unless you also want this variant to be applied to children (in which case, useRule.ParentAndChildren(typeof(SomeTypeDefaultVariant))
). Caveat: Prefer to use attributes wherever possible, as this "manual" form of overriding should only be used for one-off differences that you're unable to express via attributes.