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1 change: 1 addition & 0 deletions com.unity.netcode.gameobjects/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -27,6 +27,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
- Fixed issue where `NetworkAnimator` would not check if its associated `Animator` was valid during serialization and would spam exceptions in the editor console. (#2416)
- Fixed issue when the `NetworkSceneManager.ClientSynchronizationMode` is `LoadSceneMode.Additive` and 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.ClientSynchronizationMode` was set to `LoadSceneMode.Additive`. (#2383)
- Fixed float NetworkVariables not being rendered properly in the inspector of NetworkObjects.

## [1.3.0]

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Original file line number Diff line number Diff line change
Expand Up @@ -161,6 +161,10 @@ private void RenderNetworkVariableValueType<T>(int index, NetworkVariable<T> net
{
val = (ulong)EditorGUILayout.LongField(variableName, (long)((ulong)val));
}
else if (type == typeof(float))
{
val = (float)EditorGUILayout.FloatField(variableName, (float)((float)val));
}
else if (type == typeof(bool))
{
val = EditorGUILayout.Toggle(variableName, (bool)val);
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