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). ## [1.10.0] - 2024-07-22 ### Added - Added `NetworkBehaviour.OnNetworkPreSpawn` and `NetworkBehaviour.OnNetworkPostSpawn` methods that provide the ability to handle pre and post spawning actions during the `NetworkObject` spawn sequence. (#2906) - 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. (#2906) - 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. (#2906) ### Fixed - Fixed issue where the realtime network stats monitor was not able to display RPC traffic in release builds due to those stats being only available in development builds or the editor. (#2980) - Fixed issue where `NetworkManager.ScenesLoaded` was not being updated if `PostSynchronizationSceneUnloading` was set and any loaded scenes not used during synchronization were unloaded.(#2977) - Fixed issue where internal delta serialization could not have a byte serializer defined when serializing deltas for other types. Added `[GenerateSerializationForType(typeof(byte))]` to both the `NetworkVariable` and `AnticipatedNetworkVariable` classes to assure a byte serializer is defined. (#2953) - Fixed issue with the client count not being correct on the host or server side when a client disconnects itself from a session. (#2941) - Fixed issue with the host trying to send itself a message that it has connected when first starting up. (#2941) - Fixed issue where in-scene placed NetworkObjects could be destroyed if a client disconnects early and/or before approval. (#2923) - Fixed issue where `NetworkDeltaPosition` would "jitter" periodically if both unreliable delta state updates and half-floats were used together. (#2922) - Fixed issue where `NetworkRigidbody2D` would not properly change body type based on the instance's authority when spawned. (#2916) - 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. (#2906) - 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. (#2895) ### Changed
This commit is contained in:
@@ -1682,6 +1682,15 @@ namespace Unity.Netcode.Components
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var scale = transformToUse.localScale;
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networkState.IsSynchronizing = isSynchronization;
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// All of the checks below, up to the delta position checking portion, are to determine if the
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// authority changed a property during runtime that requires a full synchronizing.
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if (InLocalSpace != networkState.InLocalSpace)
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{
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networkState.InLocalSpace = InLocalSpace;
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isDirty = true;
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networkState.IsTeleportingNextFrame = true;
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}
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// Check for parenting when synchronizing and/or teleporting
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if (isSynchronization || networkState.IsTeleportingNextFrame)
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{
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@@ -1691,11 +1700,13 @@ namespace Unity.Netcode.Components
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// values are applied.
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var hasParentNetworkObject = false;
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var parentNetworkObject = (NetworkObject)null;
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// If the NetworkObject belonging to this NetworkTransform instance has a parent
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// (i.e. this handles nested NetworkTransforms under a parent at some layer above)
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if (NetworkObject.transform.parent != null)
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{
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var parentNetworkObject = NetworkObject.transform.parent.GetComponent<NetworkObject>();
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parentNetworkObject = NetworkObject.transform.parent.GetComponent<NetworkObject>();
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// In-scene placed NetworkObjects parented under a GameObject with no
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// NetworkObject preserve their lossyScale when synchronizing.
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@@ -1716,28 +1727,25 @@ namespace Unity.Netcode.Components
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// the NetworkTransform is using world or local space synchronization.
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// WorldPositionStays: (always use world space)
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// !WorldPositionStays: (always use local space)
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if (isSynchronization)
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// Exception: If it is an in-scene placed NetworkObject and it is parented under a GameObject
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// then always use local space unless AutoObjectParentSync is disabled and the NetworkTransform
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// is synchronizing in world space.
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if (isSynchronization && networkState.IsParented)
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{
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if (NetworkObject.WorldPositionStays())
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var parentedUnderGameObject = NetworkObject.transform.parent != null && !parentNetworkObject && NetworkObject.IsSceneObject.Value;
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if (NetworkObject.WorldPositionStays() && (!parentedUnderGameObject || (parentedUnderGameObject && !NetworkObject.AutoObjectParentSync && !InLocalSpace)))
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{
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position = transformToUse.position;
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networkState.InLocalSpace = false;
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}
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else
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{
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position = transformToUse.localPosition;
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networkState.InLocalSpace = true;
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}
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}
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}
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// All of the checks below, up to the delta position checking portion, are to determine if the
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// authority changed a property during runtime that requires a full synchronizing.
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if (InLocalSpace != networkState.InLocalSpace)
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{
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networkState.InLocalSpace = InLocalSpace;
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isDirty = true;
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networkState.IsTeleportingNextFrame = true;
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}
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if (Interpolate != networkState.UseInterpolation)
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{
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networkState.UseInterpolation = Interpolate;
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