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Added NetworkManager.OnPreShutdown which is called before the NetworkManager cleans up and shuts down. (#3366)
Added Lerp interpolation 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.InterpolationBufferTickOffset static 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.TickLatency property that provides the average latency of a client. (#3337)
Added FastBufferReader(ArraySegment<byte> buffer, Allocator copyAllocator) constructor that uses the ArraySegment.Offset as the FastBufferReader offset and the ArraySegment.Count as the FastBufferReader length. (#3321)
Added FastBufferReader(ArraySegment<byte> buffer, Allocator copyAllocator, int length = -1) constructor that uses the ArraySegment.Offset as the FastBufferReader offset. (#3321)
Fixed
Fixed issue where in-scene placed NetworkObjects could 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 UnityTransport where 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 MaximumInterpolationTime could not be modified from within the inspector view or runtime. (#3337)
Fixed ChangeOwnership changing ownership to clients that are not observers. This also happened with automated object distribution. (#3323)
Fixed issue where AnticipatedNetworkVariable previous value returned by AnticipatedNetworkVariable.OnAuthoritativeValueChanged is updated correctly on the non-authoritative side. (#3306)
Fixed OnClientConnectedCallback passing incorrect clientId when scene management is disabled. (#3312)
Fixed issue where the NetworkObject.Ownership custom 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 GameObject with an associated NetworkTransform is disabled. (#3243)
Fixed issue where the scene migration synchronization table was not cleaned up if the GameObject of a NetworkObject is 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.DeferDespawn to respect the DestroyGameObject parameter. (#3219)
Fixed issue where a NetworkObject with 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 NetworkObject that 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 the NetworkObject was still spawned. (#3200)
Fixed issue where NetworkVariableBase derived classes were not being re-initialized if the associated NetworkObject instance 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 Lerp interpolation type to LegacyLerp. (#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 NetworkObject instances now will always have either the Distributable permission set unless the SessionOwner permission is set. (#3305)
Changed the DestroyObject message to reduce the serialized message size and remove the unnecessary message field. (#3304)
Changed the NetworkTimeSystem.Sync method to use half RTT to calculate the desired local time offset as opposed to the full RTT. (#3212)