Upgrading from 1.x to 7.0
NetCode to Netcode rename
This package's namespace used NetCode with capital C in quite a few places. This version updates all namespaces and types names that uses the NetCode casing to use the Netcode with lower case c name. Auto updaters are in place to make this transition easier. Please report any issues with the auto update process.
Manual Updates needed
There's cases where the auto updaters won't work.
- Custom serializers (see NetcodeSamples' Assets/Samples/CustomSerializer/CustomChunkSerializer.cs for an example) aren't updatable automatically. To update, change Unity_NetCode_Generated_Unity_NetCode to Unity_NetCode_Generated_Unity_Netcode and update your Unity.NetCode using to use Unity.Netcode.
- Users that have defined custom templates (see NetcodeSamples' Assets/Samples/NetCodeGen/UserDefined/UserDefinedTemplates.cs and Assets/Samples/NetCodeGen/UserDefined/UserDefinedGhostSubTypes.cs) will have to fix their Netcode namespace themselves. Unity.NetCode to Unity.Netcode.
Duplicate Type Suggestions in your IDE
Types like NetcodeConfig have shims to allow for auto updating that still live in the old namespace. If trying to "Find Symbol" or auto complete on those few types, your IDE might suggest two versions, one with capital C and the other with lower case c. You can setup IDEs to ignore EditorBrowsable(never) APIs. Most don't by default so you'll likely have to change that setting. We have added a NETCODE_NO_OBSOLETE_HELPER define symbol you can set in your project settings to define out those duplicated types once you're done with updating your project.
Auto Updater Notes
It can happen the auto updater doesn't fix all your assemblies in one go. If this happens, please retrigger your compilation a second time to let the auto updater continue applying its changes.
The auto updater will prefix all your usages of netcode types with a Unity.Netcode. e.g. new GhostOwner becomes new Unity.Netcode.GhostOwner. This can be noisy. You might want to add a using Unity.Netcode; to all your files and let your IDE automatically cleanup those prefixes. The auto updater will help your project get into a working state, not necessarily a clean code one.
For example with bash you can do the following
git diff -G "Unity.NetCode" --name-only -- "*.cs" > filesWithDiff.txt
cat filesWithDiff.txt | while IFS= read -r f; do { echo "using Unity.Netcode;"; cat "$f"; } > "$f.tmp" && mv "$f.tmp" "$f"; done
And then with your favorite IDE do a pass of "remove redundant qualifiers". Be careful if you're doing manual changes, NetworkTime has changed namespace and went from Unity.NetCode to Unity.Netcode.NetcodeTime.
Hash Changes
Variant hashes are name based. We have namespace migration logic for the GhostAuthoringInspectionComponent that will automatically try to find the hash with the old namespace and update your prefabs with the new hash. If you see hash changes in your prefabs, that's why.
System Ordering Changes
Since entities uses system's full name to generate a hash that's used to order when there's no ordering attributes like [UpdateBefore], this namespace rename basically shuffles all systems that weren't properly configured. Please keep this in mind if you encounter behaviour breaking changes when updating to this new version.
NetcodeWorld
Various Netcode APIs dealing with worlds used to fail at runtime if using a non-netcode world. NetcodeWorld, previously internal only, is now public and is used in many of the Netcode public APIs in place of the ECS defined World to produce early compile errors instead of runtime errors. Since several public APIs now use NetcodeWorld in place of the ECS defined Wolrd, you could run into compilation errors. You can resolve them by swapping to NetcodeWorld. As it inherits from World, this should work in most cases.
Auto Connect Port
Auto Connect Port is now non-zero by default. First time user experience will be with netcode worlds automatically created and connecting instead of just created, but not connected. To revert back to the old behaviour, update your bootstrapper to set Auto Connect Port to 0;
Single-world host mode is now the default host mode
Single-world host mode is no longer experimental: the NETCODE_EXPERIMENTAL_SINGLE_WORLD_HOST scripting define symbol has been removed and can be deleted from your project's Scripting Define Symbols.
Breaking change: client-hosted games (PlayType.ClientAndServer) now default to a single-world host instead of separate client and server worlds connected through IPC. NetCodeConfig.HostWorldModeSelection defaults to HostWorldMode.SingleWorld. To keep the previous behaviour, set Host World Mode Selection to Binary Worlds on your global NetCodeConfig asset. Refer to Single-world host mode for behavioural differences, such as prediction switching and partial ticks not being supported on the host.
Removed and hard-error obsolete APIs
APIs that were previously deprecated (and only produced warnings) are now hard errors ([Obsolete(..., true)]) and no longer functional. They are still present as compile-time guidance and will be deleted in a later release, so update your code to the replacements below:
| Removed / hard-error API | Replacement |
|---|---|
NetworkDriverStore.GetDriverInstance |
GetDriverInstanceRW / GetDriverInstanceRO (avoids copying) |
NetworkDriverStore.GetNetworkDriver |
GetDriverRW / GetDriverRO (avoids copying) |
NetworkDriverStore.ForEachDriver |
Iterate manually between the FirstDriver and LastDriver ids |
NetworkDriverStore.Disconnect |
NetworkStreamDriver.Disconnect |
GhostSendSystemData.MaxSendEntities |
MaxSendChunks and MaxIterateChunks |
GhostCount.GhostCountOnClient |
GhostCountInstantiatedOnClient or GhostCountReceivedOnClient |
GhostDistanceImportance.ScaleFunctionPointer (single-scale path) |
GhostDistanceImportance.BatchScaleFunctionPointer / GhostImportance.BatchScaleImportanceDelegate |
GhostComponentSerializer.SerializeChild / SerializeChildDelegate |
Serialize / SerializeDelegate |
GhostComponentSerializer.SendMask |
GhostSendType |
IGhostSerializer<TComponent, TSnapshot> |
IGhostComponentSerializer |
SimulatorPreset's legacy constructor |
The current SimulatorPreset constructor |
The Disabled simulator option |
MultiplayerPlayModePreferences.SimulatorEnabled |
NetDebugPacket, NetDebug.DisconnectReasonEnumToString |
The ToFixedString extension methods |
SupportsPrefabOverridesAttribute |
No longer needed; prefab overrides are now always supported |
The code-generation-only input helpers (CopyInputToCommandBuffer, CopyInputToBufferJob, ApplyCurrentInputBufferElementToInputData, ApplyInputDataFromBufferJob) and DebugGhostDrawer.RefreshWorldCaches were also promoted to hard errors; they were meant for internal/code-generated use and have no replacement.
DebugGhostDrawer.FirstServerWorld and DebugGhostDrawer.FirstClientWorld have been removed entirely. Use ClientServerBootstrap.ServerWorld and ClientServerBootstrap.ClientWorld instead.
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
DefaultUserParamshas been renamed toDefaultSmoothingActionUserParams. - The
DefaultTranslateSmoothingActionhas been renamed toDefaultTranslationSmoothingAction. ClientServerTickRate.MaxSimulationLongStepTimeMultiplierhas been renamed toClientServerTickRate.MaxSimulationStepBatchSize- The
NetworkCompressionModelhas been moved to Unity.Collection and renamed toStreamCompressionModel. - The utility method
GhostPredictionSystemGroup.ShouldPredicthas been moved to thePredictedGhostComponent. GhostComponentAttribute.OwnerPredictedSendTypehas been renamed toGhostComponentAttribute.SendTypeOptimization.ClientServerTickRate.MaxSimulationLongStepTimeMultiplieris renamed toClientServerTickRate.MaxSimulationStepBatchSize.GhostPredictionSystemGrouphas 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.PredictedTickhas been removed. You must always use theNetworkTime.ServerTickinstead, that will always correcly reflect the current predicted tick when inspected inside the prediction loop. - The
GhostPredictionSystemGroup.IsFinalPredictionTickhas been removed. Use theNetworkTime.IsFinalPredictionTickproperty instead. - The
ClientSimulationSystemGroup ServerTick,ServerTickFraction,InterpolationTickandInterpolationTickFractionhas been removed. You can retrieve the same properties from theNetworkTimesingleton.
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>().NetDebugmust be replaced withGetSingleton<NetDebug>(), orGetSingletonRW<NetDebug>if you are changing the log level. - The
ConnectandListenmethods have moved to theNetworkStreamDriversingleton. GhostSimulationSystemGroup.SpawnedGhostEntityMaphas been replaced by aSpawnedGhostEntityMapsingleton.- The ghost relevancy map and mode has moved from the
GhostSendSystemto aGhostRelevancysingleton. GhostCountOnServerandGhostCountOnClienthas been moved fromGhostReceiveSystemto a singleton APIGhostCount- The API to register smoothing functions for prediction has moved from the
GhostPredictionSmoothingSystemsystem to theGhostPredictionSmoothingsingleton. - The API to register RPCs and get RPC queues has moved from
RpcSystemto the singletonRpcCollection - Calls to
GetExistingSystem<GhostSimulationSystemGroup>().SpawnedGhostEntityMapmust be replaced withGetSingleton<SpawnedGhostEntityMap>().Value. Waiting for or settingLastGhostMapWriteris no longer required and should be removed. - Calls to
GetExistingSystem<GhostSendSystem>().GhostRelevancySetandGetExistingSystem<GhostSendSystem>().GhostRelevancyModemust be replaced withGetSingletonRW<GhostRelevancy>.GhostRelevancySetandGetSingletonRW<GhostRelevancy>.GhostRelevancyMode. Waiting for or settingGhostRelevancySetWriteHandleis no longer required and should be removed. - Calls to
GetExistingSystem<NetworkStreamReceiveSystem>().ConnectandGetExistingSystem<NetworkStreamReceiveSystem>().Listenmust be replaced withGetSingletonRW<NetworkStreamDriver>.ConnectandGetSingletonRW<NetworkStreamDriver>.Listen.
Changes in visiblity and depracted APIs.
The
LagCompensationConfighas been removed. Use the unifiedNetCodePhysicsConfigauthoring component instead of using theLagCompensationConfigauthoring component to enable lag compensation.Any calls to the static
RpcSystem.DynamicAssemblyListshould be replaced with instanced calls to the property with the same name. Ensure you do so during world creation, beforeRpcSystem.OnUpdateis called. You can see an exaple of this in our NetcodeSamples.Any editor-only calls to
ClientServerBootstrap.RequestedAutoConnectshould be replaced withClientServerBootstrap.TryFindAutoConnectEndPoint, which handles allPlayTypes.The
GhostCollectionSystem.CreatePredictedSpawnPrefabAPI 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,PrespawnGhostIdRangehave internal visibility.The
PrespawnSubsceneElementExtensionshas internal visibility.The
LiveLinkPrespawnSectionReferenceare 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.CreatePredictedSpawnPrefabAPI 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.DynamicAssemblyListhas been removed, replaced by a non-static property with the same name.ClientServerBootstrap.RequestedAutoConnect(an editor only property) has been replaced withClientServerBootstrap.TryFindAutoConnectEndPoint.ThinClientComponenthas been removed, useWorld.IsThinClient()instead.The
NetworkStreamDisconnectedcomponent has been removed, add aConnectionStatecomponent to connections you want to detect disconnects for and use a reactive system.The
CommandReceiveClearSystemandCommandSendPacketSystemare not internalThe
StartStreamingSceneGhostsandStopStreamingSceneGhoststo 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.additionalfileextension, and should be identified using a unique id, that must be present in the first line of the template.
Find more information about writing a template and registering a template in the documentation.
Netcode groups, world filtering and detect world types.
- Use
IsClient,IsServerandIsThinClienthelper methods onWorldandWorldUnmanagedto 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
DontSerializeVariantas 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 = falseis 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. RegisterDefaultVariantshas 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
GhostAuthoringComponentComponentOverrideshave been clobbered during the upgrade (apologies!). Please re-apply allComponentOverridesvia the new (optional)GhostAuthoringInspectionComponent. - Inside your
RegisterDefaultVariantsmethod, 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.