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7 changes: 4 additions & 3 deletions com.unity.netcode.gameobjects/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -12,14 +12,15 @@ Additional documentation and release notes are available at [Multiplayer Documen

### Fixed

- Fixed the "Generate Default Network Prefabs List" setting not loading correctly and always reverting to being checked. (#2545)
- Fixed the inspector throwing exceptions when attempting to render `NetworkVariable`s of enum types. (#2529)
- Making a `NetworkVariable` with an `INetworkSerializable` type that doesn't meet the `new()` constraint will now create a compile-time error instead of an editor crash (#2528)
- Fixed Multiplayer Tools package installation docs page link on the NetworkManager popup. (#2526)
- Fixed an exception and error logging when two different objects are shown and hidden on the same frame (#2524)
- Fixed a memory leak in `UnityTransport` that occurred if `StartClient` failed. (#2518)
- Fixed issue where a client could throw an exception if abruptly disconnected from a network session with one or more spawned `NetworkObject`(s). (#2510)
- Fixed issue where invalid endpoint addresses were not being detected and returning false from NGO UnityTransport. (#2496)
- Fixed some errors that could occur if a connection is lost and the loss is detected when attempting to write to the socket. (#2495)
- Making a `NetworkVariable` with an `INetworkSerializable` type that doesn't meet the `new()` constraint will now create a compile-time error instead of an editor crash (#2528)
- Fixed the inspector throwing exceptions when attempting to render `NetworkVariable`s of enum types. (#2529)
- Fixed an exception and error logging when two different objects are shown and hidden on the same frame (#2524)

## Changed

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Original file line number Diff line number Diff line change
@@ -1,5 +1,6 @@
using UnityEditor;
using UnityEngine;
using UnityEngine.Serialization;


namespace Unity.Netcode.Editor.Configuration
Expand Down Expand Up @@ -43,7 +44,21 @@ internal static void SetAutoAddNetworkObjectSetting(bool autoAddSetting)
[FilePath("ProjectSettings/NetcodeForGameObjects.settings", FilePathAttribute.Location.ProjectFolder)]
internal class NetcodeForGameObjectsProjectSettings : ScriptableSingleton<NetcodeForGameObjectsProjectSettings>
{
[SerializeField] public bool GenerateDefaultNetworkPrefabs = true;
[SerializeField]
[FormerlySerializedAs("GenerateDefaultNetworkPrefabs")]
private byte m_GenerateDefaultNetworkPrefabs;

public bool GenerateDefaultNetworkPrefabs
{
get
{
return m_GenerateDefaultNetworkPrefabs != 0;
}
set
{
m_GenerateDefaultNetworkPrefabs = (byte)(value ? 1 : 0);
}
}

internal void SaveSettings()
{
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