com.unity.netcode.gameobjects@2.0.0-exp.4

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-exp.4] - 2024-05-31

### Added

- Added `NetworkRigidbodyBase.AttachToFixedJoint` and `NetworkRigidbodyBase.DetachFromFixedJoint` to replace parenting for rigid bodies that have `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled. (#2933)
- Added `NetworkBehaviour.OnNetworkPreSpawn` and `NetworkBehaviour.OnNetworkPostSpawn` methods that provide the ability to handle pre and post spawning actions during the `NetworkObject` spawn sequence. (#2912)
- Added a client-side only `NetworkBehaviour.OnNetworkSessionSynchronized` convenience method that is invoked on all `NetworkBehaviour`s after a newly joined client has finished synchronizing with the network session in progress. (#2912)
- Added `NetworkBehaviour.OnInSceneObjectsSpawned` convenience method that is invoked when all in-scene `NetworkObject`s have been spawned after a scene has been loaded or upon a host or server starting. (#2912)

### Fixed

- Fixed issue where non-authoritative rigid bodies with `NetworkRigidbodyBase.UseRigidBodyForMotion` enabled would constantly log errors about the renderTime being before `StartTimeConsumed`. (#2933)
- Fixed issue where in-scene placed NetworkObjects could be destroyed if a client disconnects early and/or before approval. (#2924)
- Fixed issue where a `NetworkObject` component's associated `NetworkBehaviour` components would not be detected if scene loading is disabled in the editor and the currently loaded scene has in-scene placed `NetworkObject`s. (#2912)
- Fixed issue where an in-scene placed `NetworkObject` with `NetworkTransform` that is also parented under a `GameObject` would not properly synchronize when the parent `GameObject` had a world space position other than 0,0,0. (#2898)

### Changed

- Change all the access modifiers of test class from Public to Internal (#2930)
- Changed messages are now sorted by enum values as opposed to ordinally sorting the messages by their type name. (#2929)
- Changed `NetworkClient.SessionModeTypes` to `NetworkClient.NetworkTopologyTypes`. (#2875)
- Changed `NetworkClient.SessionModeType` to `NetworkClient.NetworkTopologyType`. (#2875)
- Changed `NetworkConfig.SessionMode` to `NeworkConfig.NetworkTopology`. (#2875)
This commit is contained in:
Unity Technologies
2024-05-31 00:00:00 +00:00
parent 143a6cbd34
commit 63c7e4c78a
177 changed files with 1792 additions and 820 deletions

View File

@@ -10,7 +10,7 @@ using static Unity.Netcode.RuntimeTests.UnityTransportTestHelpers;
namespace Unity.Netcode.RuntimeTests
{
public class UnityTransportConnectionTests
internal class UnityTransportConnectionTests
{
// For tests using multiple clients.
private const int k_NumClients = 5;
@@ -208,7 +208,7 @@ namespace Unity.Netcode.RuntimeTests
m_Clients[i].DisconnectLocalClient();
}
yield return WaitForNetworkEvent(NetworkEvent.Disconnect, m_ServerEvents);
yield return WaitForNetworkEvent(NetworkEvent.Disconnect, m_ServerEvents, 5);
// Check that we got the correct number of Disconnect events on the server.
Assert.AreEqual(k_NumClients * 2, m_ServerEvents.Count);

View File

@@ -15,7 +15,7 @@ namespace Unity.Netcode.RuntimeTests
// The only reason it's defined as a MonoBehaviour is that OnDestroy is the only reliable way
// to get the driver's Dispose method called from a UnityTest. Making it disposable would be
// the preferred solution, but that doesn't always mesh well with coroutines.
public class UnityTransportDriverClient : MonoBehaviour
internal class UnityTransportDriverClient : MonoBehaviour
{
private NetworkDriver m_Driver;
public NetworkDriver Driver => m_Driver;

View File

@@ -8,7 +8,7 @@ using UnityEngine;
namespace Unity.Netcode.RuntimeTests
{
public static class UnityTransportTestHelpers
internal static class UnityTransportTestHelpers
{
// Half a second might seem like a very long time to wait for a network event, but in CI
// many of the machines are underpowered (e.g. old Android devices or Macs) and there are
@@ -59,7 +59,7 @@ namespace Unity.Netcode.RuntimeTests
// Information about an event generated by a transport (basically just the parameters that
// are normally passed along to a TransportEventDelegate).
public struct TransportEvent
internal struct TransportEvent
{
public NetworkEvent Type;
public ulong ClientID;
@@ -69,7 +69,7 @@ namespace Unity.Netcode.RuntimeTests
// Utility class that logs events generated by a UnityTransport. Set it up by adding the
// HandleEvent method as an OnTransportEvent delegate of the transport. The list of events
// (in order in which they were generated) can be accessed through the Events property.
public class TransportEventLogger
internal class TransportEventLogger
{
private readonly List<TransportEvent> m_Events = new List<TransportEvent>();
public List<TransportEvent> Events => m_Events;

View File

@@ -12,7 +12,7 @@ using static Unity.Netcode.RuntimeTests.UnityTransportTestHelpers;
namespace Unity.Netcode.RuntimeTests
{
public class UnityTransportTests
internal class UnityTransportTests
{
// No need to test all reliable delivery methods since they all map to the same pipeline.
private static readonly NetworkDelivery[] k_DeliveryParameters =