com.unity.netcode.gameobjects@2.0.0
The format is based on [Keep a Changelog](https://keepachangelog.com/en/1.0.0/) and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0.html). Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com). ## [2.0.0] - 2024-09-12 ### Added - Added tooltips for all of the `NetworkObject` component's properties. (#3052) - Added message size validation to named and unnamed message sending functions for better error messages. (#3049) - Added "Check for NetworkObject Component" property to the Multiplayer->Netcode for GameObjects project settings. When disabled, this will bypass the in-editor `NetworkObject` check on `NetworkBehaviour` components. (#3031) - Added `NetworkTransform.SwitchTransformSpaceWhenParented` property that, when enabled, will handle the world to local, local to world, and local to local transform space transitions when interpolation is enabled. (#3013) - Added `NetworkTransform.TickSyncChildren` that, when enabled, will tick synchronize nested and/or child `NetworkTransform` components to eliminate any potential visual jittering that could occur if the `NetworkTransform` instances get into a state where their state updates are landing on different network ticks. (#3013) - Added `NetworkObject.AllowOwnerToParent` property to provide the ability to allow clients to parent owned objects when running in a client-server network topology. (#3013) - Added `NetworkObject.SyncOwnerTransformWhenParented` property to provide a way to disable applying the server's transform information in the parenting message on the client owner instance which can be useful for owner authoritative motion models. (#3013) - Added `NetcodeEditorBase` editor helper class to provide easier modification and extension of the SDK's components. (#3013) ### Fixed - Fixed issue where `NetworkAnimator` would send updates to non-observer clients. (#3057) - Fixed issue where an exception could occur when receiving a universal RPC for a `NetworkObject` that has been despawned. (#3052) - Fixed issue where a NetworkObject hidden from a client that is then promoted to be session owner was not being synchronized with newly joining clients.(#3051) - Fixed issue where clients could have a wrong time delta on `NetworkVariableBase` which could prevent from sending delta state updates. (#3045) - Fixed issue where setting a prefab hash value during connection approval but not having a player prefab assigned could cause an exception when spawning a player. (#3042) - Fixed issue where the `NetworkSpawnManager.HandleNetworkObjectShow` could throw an exception if one of the `NetworkObject` components to show was destroyed during the same frame. (#3030) - Fixed issue where the `NetworkManagerHelper` was continuing to check for hierarchy changes when in play mode. (#3026) - Fixed issue with newly/late joined clients and `NetworkTransform` synchronization of parented `NetworkObject` instances. (#3013) - Fixed issue with smooth transitions between transform spaces when interpolation is enabled (requires `NetworkTransform.SwitchTransformSpaceWhenParented` to be enabled). (#3013) ### Changed - Changed `NetworkTransformEditor` now uses `NetworkTransform` as the base type class to assure it doesn't display a foldout group when using the base `NetworkTransform` component class. (#3052) - Changed `NetworkAnimator.Awake` is now a protected virtual method. (#3052) - Changed when invoking `NetworkManager.ConnectionManager.DisconnectClient` during a distributed authority session a more appropriate message is logged. (#3052) - Changed `NetworkTransformEditor` so it now derives from `NetcodeEditorBase`. (#3013) - Changed `NetworkRigidbodyBaseEditor` so it now derives from `NetcodeEditorBase`. (#3013) - Changed `NetworkManagerEditor` so it now derives from `NetcodeEditorBase`. (#3013)
This commit is contained in:
@@ -13,7 +13,7 @@ namespace Unity.Netcode.Editor
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/// </summary>
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[CustomEditor(typeof(NetworkManager), true)]
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[CanEditMultipleObjects]
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public class NetworkManagerEditor : UnityEditor.Editor
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public class NetworkManagerEditor : NetcodeEditorBase<NetworkManager>
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{
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private static GUIStyle s_CenteredWordWrappedLabelStyle;
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private static GUIStyle s_HelpBoxStyle;
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@@ -168,16 +168,8 @@ namespace Unity.Netcode.Editor
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.FindPropertyRelative(nameof(NetworkPrefabs.NetworkPrefabsLists));
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}
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/// <inheritdoc/>
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public override void OnInspectorGUI()
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private void DisplayNetworkManagerProperties()
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{
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Initialize();
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CheckNullProperties();
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#if !MULTIPLAYER_TOOLS
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DrawInstallMultiplayerToolsTip();
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#endif
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if (!m_NetworkManager.IsServer && !m_NetworkManager.IsClient)
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{
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serializedObject.Update();
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@@ -298,49 +290,51 @@ namespace Unity.Netcode.Editor
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}
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serializedObject.ApplyModifiedProperties();
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}
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}
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private void DisplayCallToActionButtons()
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{
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if (!m_NetworkManager.IsServer && !m_NetworkManager.IsClient)
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{
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string buttonDisabledReasonSuffix = "";
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// Start buttons below
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if (!EditorApplication.isPlaying)
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{
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string buttonDisabledReasonSuffix = "";
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buttonDisabledReasonSuffix = ". This can only be done in play mode";
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GUI.enabled = false;
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}
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if (!EditorApplication.isPlaying)
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if (m_NetworkManager.NetworkConfig.NetworkTopology == NetworkTopologyTypes.ClientServer)
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{
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if (GUILayout.Button(new GUIContent("Start Host", "Starts a host instance" + buttonDisabledReasonSuffix)))
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{
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buttonDisabledReasonSuffix = ". This can only be done in play mode";
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GUI.enabled = false;
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m_NetworkManager.StartHost();
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}
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if (m_NetworkManager.NetworkConfig.NetworkTopology == NetworkTopologyTypes.ClientServer)
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if (GUILayout.Button(new GUIContent("Start Server", "Starts a server instance" + buttonDisabledReasonSuffix)))
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{
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if (GUILayout.Button(new GUIContent("Start Host", "Starts a host instance" + buttonDisabledReasonSuffix)))
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{
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m_NetworkManager.StartHost();
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}
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if (GUILayout.Button(new GUIContent("Start Server", "Starts a server instance" + buttonDisabledReasonSuffix)))
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{
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m_NetworkManager.StartServer();
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}
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if (GUILayout.Button(new GUIContent("Start Client", "Starts a client instance" + buttonDisabledReasonSuffix)))
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{
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m_NetworkManager.StartClient();
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}
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}
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else
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{
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if (GUILayout.Button(new GUIContent("Start Client", "Starts a distributed authority client instance" + buttonDisabledReasonSuffix)))
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{
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m_NetworkManager.StartClient();
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}
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m_NetworkManager.StartServer();
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}
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if (!EditorApplication.isPlaying)
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if (GUILayout.Button(new GUIContent("Start Client", "Starts a client instance" + buttonDisabledReasonSuffix)))
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{
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GUI.enabled = true;
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m_NetworkManager.StartClient();
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}
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}
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else
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{
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if (GUILayout.Button(new GUIContent("Start Client", "Starts a distributed authority client instance" + buttonDisabledReasonSuffix)))
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{
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m_NetworkManager.StartClient();
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}
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}
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if (!EditorApplication.isPlaying)
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{
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GUI.enabled = true;
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}
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}
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else
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{
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@@ -368,6 +362,21 @@ namespace Unity.Netcode.Editor
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}
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}
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/// <inheritdoc/>
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public override void OnInspectorGUI()
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{
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var networkManager = target as NetworkManager;
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Initialize();
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CheckNullProperties();
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#if !MULTIPLAYER_TOOLS
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DrawInstallMultiplayerToolsTip();
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#endif
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void SetExpanded(bool expanded) { networkManager.NetworkManagerExpanded = expanded; };
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DrawFoldOutGroup<NetworkManager>(networkManager.GetType(), DisplayNetworkManagerProperties, networkManager.NetworkManagerExpanded, SetExpanded);
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DisplayCallToActionButtons();
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base.OnInspectorGUI();
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}
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private static void DrawInstallMultiplayerToolsTip()
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{
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const string getToolsText = "Access additional tools for multiplayer development by installing the Multiplayer Tools package in the Package Manager.";
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