1.2.0
·
1 commit
to release/1.2.0
since this release
[1.2.0] - 2022-11-21
Added
- Added protected method
NetworkBehaviour.OnSynchronizewhich is invoked during the initialNetworkObjectsynchronization process. This provides users the ability to include custom serialization information that will be applied to theNetworkBehaviourprior to theNetworkObjectbeing spawned. (#2298) - Added support for different versions of the SDK to talk to each other in circumstances where changes permit it. Starting with this version and into future versions, patch versions should be compatible as long as the minor version is the same. (#2290)
- Added
NetworkObjectauto-add helper and Multiplayer Tools install reminder settings to Project Settings. (#2285) - Added
public string DisconnectReasongetter toNetworkManagerandstring ReasontoConnectionApprovalResponse. Allows connection approval to communicate back a reason. Also addedpublic void DisconnectClient(ulong clientId, string reason)allowing setting a disconnection reason, when explicitly disconnecting a client. (#2280)
Changed
- Changed 3rd-party
XXHash(32 & 64) implementation with an in-house reimplementation (#2310) - When
NetworkConfig.EnsureNetworkVariableLengthSafetyis disabledNetworkVariablefields do not write the additionalushortsize value (which helps to reduce the total synchronization message size), but when enabled it still writes the additionalushortvalue. (#2298) - Optimized bandwidth usage by encoding most integer fields using variable-length encoding. (#2276)
Fixed
- Fixed issue where
NetworkTransformcomponents nested under a parent with aNetworkObjectcomponent (i.e. network prefab) would not have their associatedGameObject's transform synchronized. (#2298) - Fixed issue where
NetworkObjects that failed to instantiate could cause the entire synchronization pipeline to be disrupted/halted for a connecting client. (#2298) - Fixed issue where in-scene placed
NetworkObjects nested under aGameObjectwould be added to the orphaned children list causing continual console warning log messages. (#2298) - Custom messages are now properly received by the local client when they're sent while running in host mode. (#2296)
- Fixed issue where the host would receive more than one event completed notification when loading or unloading a scene only when no clients were connected. (#2292)
- Fixed an issue in
UnityTransportwhere an error would be logged if the 'Use Encryption' flag was enabled with a Relay configuration that used a secure protocol. (#2289) - Fixed issue where in-scene placed
NetworkObjectswere not honoring theAutoObjectParentSyncproperty. (#2281) - Fixed the issue where
NetworkManager.OnClientConnectedCallbackwas being invoked before in-scene placedNetworkObjects had been spawned when startingNetworkManageras a host. (#2277) - Creating a
FastBufferReaderwithAllocator.Nonewill not result in extra memory being allocated for the buffer (since it's owned externally in that scenario). (#2265)
Removed
- Removed the
NetworkObjectauto-add and Multiplayer Tools install reminder settings from the Menu interface. (#2285)