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fix: Don't let exceptions in OnNetworkSpawn/OnNetworkDespawn block processing of the next callback. [MTT-1378] (Unity-Technologies#1739)
* fix: Don't let exceptions in OnNetworkSpawn/OnNetworkDespawn block processing of the next callback.
* Standards and changelog.
* Standards fixes
* It would be good to check in the right file.
* I swear these tests passed before but I have no idea how.
Also review feedback.
* Address review feedback.
* Switched to LogAssert.Expect
* Updated tests to NetcodeIntegrationTest style
* Standards fix
* Rewrote tests according to feedback.
Also fixed merge issue with changelog.
* Test the behavior on both server and client
* style
fixing white space issue.
* Update com.unity.netcode.gameobjects/CHANGELOG.md
Co-authored-by: Fatih Mar <mfatihmar@gmail.com>
Co-authored-by: Noel Stephens <noel.stephens@unity3d.com>
Co-authored-by: Fatih Mar <mfatihmar@gmail.com>
Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/CHANGELOG.md
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@@ -12,6 +12,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
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### Fixed
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- Fixed RPC codegen failing to choose the correct extension methods for FastBufferReader and FastBufferWriter when the parameters were a generic type (i.e., List<int>) and extensions for multiple instantiations of that type have been defined (i.e., List<int> and List<string>) (#2142)
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- Fixed throwing an exception in OnNetworkUpdate causing other OnNetworkUpdate calls to not be executed. (#1739)
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## [1.0.1] - 2022-08-23
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@@ -20,7 +21,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
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- Changed version to 1.0.1. (#2131)
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- Updated dependency on `com.unity.transport` to 1.2.0. (#2129)
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- When using `UnityTransport`, _reliable_ payloads are now allowed to exceed the configured 'Max Payload Size'. Unreliable payloads remain bounded by this setting. (#2081)
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-Preformance improvements for cases with large number of NetworkObjects, by not iterating over all unchanged NetworkObjects
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-Performance improvements for cases with large number of NetworkObjects, by not iterating over all unchanged NetworkObjects
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### Fixed
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@@ -238,7 +239,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
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- ResetTrigger function to NetworkAnimator (#1327)
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### Fixed
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### Fixed
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- Overflow exception when syncing Animator state. (#1327)
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- Added `try`/`catch` around RPC calls, preventing exception from causing further RPC calls to fail (#1329)
@@ -263,7 +264,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
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- Added `ClientNetworkTransform` sample to the SDK package (#1168)
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- Added `Bootstrap` sample to the SDK package (#1140)
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- Enhanced `NetworkSceneManager` implementation with additive scene loading capabilities (#1080, #955, #913)
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-`NetworkSceneManager.OnSceneEvent` provides improved scene event notificaitons
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-`NetworkSceneManager.OnSceneEvent` provides improved scene event notificaitons
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- Enhanced `NetworkTransform` implementation with per axis/component based and threshold based state replication (#1042, #1055, #1061, #1084, #1101)
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- Added a jitter-resistent `BufferedLinearInterpolator<T>` for `NetworkTransform` (#1060)
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- Implemented `NetworkPrefabHandler` that provides support for object pooling and `NetworkPrefab` overrides (#1073, #1004, #977, #905,#749, #727)
@@ -320,7 +321,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
- Removed `NetworkChannel` and `MultiplexTransportAdapter` (#1133)
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- Removed ILPP backend for 2019.4, minimum required version is 2020.3+ (#895)
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-`NetworkManager.NetworkConfig` had the following properties removed: (#1080)
@@ -392,14 +393,14 @@ This is the initial experimental Unity MLAPI Package, v0.1.0.
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- Integrated MLAPI with the Unity Profiler for versions 2020.2 and later:
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- Added new profiler modules for MLAPI that report important network data.
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- Attached the profiler to a remote player to view network data over the wire.
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- A test project is available for building and experimenting with MLAPI features. This project is available in the MLAPI GitHub [testproject folder](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/tree/release/0.1.0/testproject).
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- A test project is available for building and experimenting with MLAPI features. This project is available in the MLAPI GitHub [testproject folder](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/tree/release/0.1.0/testproject).
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- Added a [MLAPI Community Contributions](https://github.com/Unity-Technologies/mlapi-community-contributions/tree/master/com.mlapi.contrib.extensions) 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`.
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### Changed
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-[GitHub 520](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/520): MLAPI now uses the Unity Package Manager for installation management.
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- Added functionality and usability to `NetworkVariable`, previously called `NetworkVar`. Updates enhance options and fully replace the need for `SyncedVar`s.
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-[GitHub 507](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/507): Reimplemented `NetworkAnimator`, which synchronizes animation states for networked objects.
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- Added functionality and usability to `NetworkVariable`, previously called `NetworkVar`. Updates enhance options and fully replace the need for `SyncedVar`s.
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-[GitHub 507](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/507): Reimplemented `NetworkAnimator`, which synchronizes animation states for networked objects.
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- GitHub [444](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/444) and [455](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/455): Channels are now represented as bytes instead of strings.
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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](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/513) and [GitHub 514](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/514).
@@ -432,7 +433,7 @@ For users of previous versions of MLAPI, this release renames APIs due to refact
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### Fixed
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-[GitHub 460](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/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`.
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-[GitHub 460](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/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`.
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- 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.
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- Fixed an issue the client soft-synced causing PlayMode client-only scene transition issues, caused when running the client in the editor and the host as a release build. Users may have encountered a soft sync of `NetworkedInstanceId` issues in the `SpawnManager.ClientCollectSoftSyncSceneObjectSweep` method.
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-[GitHub 458](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/458): Fixed serialization issues in `NetworkList` and `NetworkDictionary` when running in Server mode.
@@ -447,10 +448,10 @@ With a new release of MLAPI in Unity, some features have been removed:
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- SyncVars have been removed from MLAPI. Use `NetworkVariable`s in place of this functionality. <!-- MTT54 -->
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-[GitHub 527](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/527): Lag compensation systems and `TrackedObject` have moved to the new [MLAPI Community Contributions](https://github.com/Unity-Technologies/mlapi-community-contributions/tree/master/com.mlapi.contrib.extensions) repo.
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-[GitHub 509](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/509): Encryption has been removed from MLAPI. The `Encryption` option in `NetworkConfig` on the `NetworkingManager` is not available in this release. This change will not block game creation or running. A current replacement for this functionality is not available, and may be developed in future releases. See the following changes:
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- Removed `SecuritySendFlags` from all APIs.
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- Removed encryption, cryptography, and certificate configurations from APIs including `NetworkManager` and `NetworkConfig`.
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- Removed "hail handshake", including `NetworkManager` implementation and `NetworkConstants` entries.
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- Modified `RpcQueue` and `RpcBatcher` internals to remove encryption and authentication from reading and writing.
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- Removed `SecuritySendFlags` from all APIs.
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- Removed encryption, cryptography, and certificate configurations from APIs including `NetworkManager` and `NetworkConfig`.
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- Removed "hail handshake", including `NetworkManager` implementation and `NetworkConstants` entries.
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- Modified `RpcQueue` and `RpcBatcher` internals to remove encryption and authentication from reading and writing.
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- Removed the previous MLAPI Profiler editor window from Unity versions 2020.2 and later.
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- Removed previous MLAPI Convenience and Performance RPC APIs with the new standard RPC API. See [RFC #1](https://github.com/Unity-Technologies/com.unity.multiplayer.rfcs/blob/master/text/0001-std-rpc-api.md) for details.
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-[GitHub 520](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/520): Removed the MLAPI Installer.
@@ -463,7 +464,7 @@ With a new release of MLAPI in Unity, some features have been removed:
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- For `NetworkVariable`, the `NetworkDictionary``List` and `Set` must use the `reliableSequenced` channel.
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-`NetworkObjects`s are supported but when spawning a prefab with nested child network objects you have to manually call spawn on them
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-`NetworkTransform` have the following issues:
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- Replicated objects may have jitter.
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- Replicated objects may have jitter.
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- The owner is always authoritative about the object's position.
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- Scale is not synchronized.
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- Connection Approval is not called on the host client.
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