com.unity.netcode.gameobjects@1.4.0

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).

## [1.4.0] - 2023-04-10

### Added

- Added a way to access the GlobalObjectIdHash via PrefabIdHash for use in the Connection Approval Callback. (#2437)
- Added `OnServerStarted` and `OnServerStopped` events that will trigger only on the server (or host player) to notify that the server just started or is no longer active (#2420)
- Added `OnClientStarted` and `OnClientStopped` events that will trigger only on the client (or host player) to notify that the client just started or is no longer active (#2420)
- Added `NetworkTransform.UseHalfFloatPrecision` property that, when enabled, will use half float values for position, rotation, and scale. This yields a 50% bandwidth savings a the cost of precision. (#2388)
- Added `NetworkTransform.UseQuaternionSynchronization` property that, when enabled, will synchronize the entire quaternion. (#2388)
- Added `NetworkTransform.UseQuaternionCompression` property that, when enabled, will use a smallest three implementation reducing a full quaternion synchronization update to the size of an unsigned integer. (#2388)
- Added `NetworkTransform.SlerpPosition` property that, when enabled along with interpolation being enabled, will interpolate using `Vector3.Slerp`. (#2388)
- Added `BufferedLinearInterpolatorVector3` that replaces the float version, is now used by `NetworkTransform`, and provides the ability to enable or disable `Slerp`. (#2388)
- Added `HalfVector3` used for scale when half float precision is enabled. (#2388)
- Added `HalfVector4` used for rotation when half float precision and quaternion synchronization is enabled. (#2388)
- Added `HalfVector3DeltaPosition` used for position when half float precision is enabled. This handles loss in position precision by updating only the delta position as opposed to the full position. (#2388)
- Added `NetworkTransform.GetSpaceRelativePosition` and `NetworkTransform.GetSpaceRelativeRotation` helper methods to return the proper values depending upon whether local or world space. (#2388)
- Added `NetworkTransform.OnAuthorityPushTransformState` virtual method that is invoked just prior to sending the `NetworkTransformState` to non-authoritative instances. This provides users with the ability to obtain more precise delta values for prediction related calculations. (#2388)
- Added `NetworkTransform.OnNetworkTransformStateUpdated` virtual method that is invoked just after the authoritative `NetworkTransformState` is applied. This provides users with the ability to obtain more precise delta values for prediction related calculations. (#2388)
- Added `NetworkTransform.OnInitialize`virtual method that is invoked after the `NetworkTransform` has been initialized or re-initialized when ownership changes. This provides for a way to make adjustments when `NetworkTransform` is initialized (i.e. resetting client prediction etc) (#2388)
- Added `NetworkObject.SynchronizeTransform` property (default is true) that provides users with another way to help with bandwidth optimizations where, when set to false, the `NetworkObject`'s associated transform will not be included when spawning and/or synchronizing late joining players. (#2388)
- Added `NetworkSceneManager.ActiveSceneSynchronizationEnabled` property, disabled by default, that enables client synchronization of server-side active scene changes. (#2383)
- Added `NetworkObject.ActiveSceneSynchronization`, disabled by default, that will automatically migrate a `NetworkObject` to a newly assigned active scene. (#2383)
- Added `NetworkObject.SceneMigrationSynchronization`, enabled by default, that will synchronize client(s) when a `NetworkObject` is migrated into a new scene on the server side via `SceneManager.MoveGameObjectToScene`. (#2383)

### Changed

- Made sure the `CheckObjectVisibility` delegate is checked and applied, upon `NetworkShow` attempt. Found while supporting (#2454), although this is not a fix for this (already fixed) issue. (#2463)
- Changed `NetworkTransform` authority handles delta checks on each new network tick and no longer consumes processing cycles checking for deltas for all frames in-between ticks. (#2388)
- Changed the `NetworkTransformState` structure is now public and now has public methods that provide access to key properties of the `NetworkTransformState` structure. (#2388)
- Changed `NetworkTransform` interpolation adjusts its interpolation "ticks ago" to be 2 ticks latent if it is owner authoritative and the instance is not the server or 1 tick latent if the instance is the server and/or is server authoritative. (#2388)
- Updated `NetworkSceneManager` to migrate dynamically spawned `NetworkObject`s with `DestroyWithScene` set to false into the active scene if their current scene is unloaded. (#2383)
- Updated the server to synchronize its local `NetworkSceneManager.ClientSynchronizationMode` during the initial client synchronization. (#2383)

### Fixed

- Fixed issue where during client synchronization the synchronizing client could receive a ObjectSceneChanged message before the client-side NetworkObject instance had been instantiated and spawned. (#2502)
- Fixed issue where `NetworkAnimator` was building client RPC parameters to exclude the host from sending itself messages but was not including it in the ClientRpc parameters. (#2492)
- Fixed issue where `NetworkAnimator` was not properly detecting and synchronizing cross fade initiated transitions. (#2481)
- Fixed issue where `NetworkAnimator` was not properly synchronizing animation state updates. (#2481)
- Fixed float NetworkVariables not being rendered properly in the inspector of NetworkObjects. (#2441)
- Fixed an issue where Named Message Handlers could remove themselves causing an exception when the metrics tried to access the name of the message.(#2426)
- Fixed registry of public `NetworkVariable`s in derived `NetworkBehaviour`s (#2423)
- Fixed issue where runtime association of `Animator` properties to `AnimationCurve`s would cause `NetworkAnimator` to attempt to update those changes. (#2416)
- Fixed issue where `NetworkAnimator` would not check if its associated `Animator` was valid during serialization and would spam exceptions in the editor console. (#2416)
- Fixed issue with a child's rotation rolling over when interpolation is enabled on a `NetworkTransform`. Now using half precision or full quaternion synchronization will always update all axis. (#2388)
- Fixed issue where `NetworkTransform` was not setting the teleport flag when the `NetworkTransform.InLocalSpace` value changed. This issue only impacted `NetworkTransform` when interpolation was enabled. (#2388)
- Fixed issue when the `NetworkSceneManager.ClientSynchronizationMode` is `LoadSceneMode.Additive` and the server changes the currently active scene prior to a client connecting then upon a client connecting and being synchronized the NetworkSceneManager would clear its internal ScenePlacedObjects list that could already be populated. (#2383)
- Fixed issue where a client would load duplicate scenes of already preloaded scenes during the initial client synchronization and `NetworkSceneManager.ClientSynchronizationMode` was set to `LoadSceneMode.Additive`. (#2383)
This commit is contained in:
Unity Technologies
2023-04-10 00:00:00 +00:00
parent 8060718e04
commit b5abc3ff7c
138 changed files with 7892 additions and 1852 deletions

View File

@@ -5,8 +5,14 @@ using UnityEngine;
namespace Unity.Netcode.RuntimeTests
{
[TestFixture(TransformSpace.World)]
[TestFixture(TransformSpace.Local)]
[TestFixture(TransformSpace.World, Precision.Full, Rotation.Euler)]
[TestFixture(TransformSpace.World, Precision.Half, Rotation.Euler)]
[TestFixture(TransformSpace.Local, Precision.Full, Rotation.Euler)]
[TestFixture(TransformSpace.Local, Precision.Half, Rotation.Euler)]
[TestFixture(TransformSpace.World, Precision.Full, Rotation.Quaternion)]
[TestFixture(TransformSpace.World, Precision.Half, Rotation.Quaternion)]
[TestFixture(TransformSpace.Local, Precision.Full, Rotation.Quaternion)]
[TestFixture(TransformSpace.Local, Precision.Half, Rotation.Quaternion)]
public class NetworkTransformStateTests
{
public enum SyncAxis
@@ -47,17 +53,33 @@ namespace Unity.Netcode.RuntimeTests
Local
}
public enum Rotation
{
Euler,
Quaternion
}
public enum SynchronizationType
{
Delta,
Teleport
}
private TransformSpace m_TransformSpace;
public enum Precision
{
Half,
Full
}
public NetworkTransformStateTests(TransformSpace transformSpace)
private TransformSpace m_TransformSpace;
private Precision m_Precision;
private Rotation m_Rotation;
public NetworkTransformStateTests(TransformSpace transformSpace, Precision precision, Rotation rotation)
{
m_TransformSpace = transformSpace;
m_Precision = precision;
m_Rotation = rotation;
}
private bool WillAnAxisBeSynchronized(ref NetworkTransform networkTransform)
@@ -93,7 +115,8 @@ namespace Unity.Netcode.RuntimeTests
var initialPosition = Vector3.zero;
var initialRotAngles = Vector3.zero;
var initialScale = Vector3.one;
networkTransform.UseHalfFloatPrecision = m_Precision == Precision.Half;
networkTransform.UseQuaternionSynchronization = m_Rotation == Rotation.Quaternion;
networkTransform.transform.position = initialPosition;
networkTransform.transform.eulerAngles = initialRotAngles;
networkTransform.transform.localScale = initialScale;
@@ -115,6 +138,7 @@ namespace Unity.Netcode.RuntimeTests
{
InLocalSpace = inLocalSpace,
IsTeleportingNextFrame = isTeleporting,
NetworkDeltaPosition = new NetworkDeltaPosition(Vector3.zero, 0)
};
// Step 1: change properties, expect state to be dirty
@@ -277,6 +301,8 @@ namespace Unity.Netcode.RuntimeTests
// Step 3: disable a particular sync flag, expect state to be not dirty
// We do this last because it changes which axis will be synchronized.
{
// Reset the NetworkTransformState since teleporting will preserve
// any dirty values
networkTransformState = new NetworkTransform.NetworkTransformState
{
InLocalSpace = inLocalSpace,
@@ -309,6 +335,13 @@ namespace Unity.Netcode.RuntimeTests
}
}
// Reset the NetworkTransformState since teleporting will preserve
// any dirty values
networkTransformState = new NetworkTransform.NetworkTransformState
{
InLocalSpace = inLocalSpace,
IsTeleportingNextFrame = isTeleporting,
};
// SyncPositionY
if (syncPosY)
{
@@ -334,6 +367,13 @@ namespace Unity.Netcode.RuntimeTests
}
}
// Reset the NetworkTransformState since teleporting will preserve
// any dirty values
networkTransformState = new NetworkTransform.NetworkTransformState
{
InLocalSpace = inLocalSpace,
IsTeleportingNextFrame = isTeleporting,
};
// SyncPositionZ
if (syncPosZ)
{
@@ -359,8 +399,15 @@ namespace Unity.Netcode.RuntimeTests
}
}
// SyncRotAngleX
if (syncRotX)
// Reset the NetworkTransformState since teleporting will preserve
// any dirty values
networkTransformState = new NetworkTransform.NetworkTransformState
{
InLocalSpace = inLocalSpace,
IsTeleportingNextFrame = isTeleporting,
};
// SyncRotAngleX - Now test that we don't synchronize this specific axis as long as we are not using quaternion synchronization
if (syncRotX && m_Rotation == Rotation.Euler)
{
networkTransform.SyncRotAngleX = false;
@@ -383,8 +430,16 @@ namespace Unity.Netcode.RuntimeTests
Assert.IsFalse(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
}
}
// SyncRotAngleY
if (syncRotY)
// Reset the NetworkTransformState since teleporting will preserve
// any dirty values
networkTransformState = new NetworkTransform.NetworkTransformState
{
InLocalSpace = inLocalSpace,
IsTeleportingNextFrame = isTeleporting,
};
// SyncRotAngleY - Now test that we don't synchronize this specific axis as long as we are not using quaternion synchronization
if (syncRotY && m_Rotation == Rotation.Euler)
{
networkTransform.SyncRotAngleY = false;
@@ -407,8 +462,16 @@ namespace Unity.Netcode.RuntimeTests
Assert.IsFalse(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
}
}
// SyncRotAngleZ
if (syncRotZ)
// Reset the NetworkTransformState since teleporting will preserve
// any dirty values
networkTransformState = new NetworkTransform.NetworkTransformState
{
InLocalSpace = inLocalSpace,
IsTeleportingNextFrame = isTeleporting,
};
// SyncRotAngleZ - Now test that we don't synchronize this specific axis as long as we are not using quaternion synchronization
if (syncRotZ && m_Rotation == Rotation.Euler)
{
networkTransform.SyncRotAngleZ = false;
@@ -432,6 +495,13 @@ namespace Unity.Netcode.RuntimeTests
}
}
// Reset the NetworkTransformState since teleporting will preserve
// any dirty values
networkTransformState = new NetworkTransform.NetworkTransformState
{
InLocalSpace = inLocalSpace,
IsTeleportingNextFrame = isTeleporting,
};
// SyncScaleX
if (syncScaX)
{
@@ -456,6 +526,14 @@ namespace Unity.Netcode.RuntimeTests
Assert.IsFalse(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
}
}
// Reset the NetworkTransformState since teleporting will preserve
// any dirty values
networkTransformState = new NetworkTransform.NetworkTransformState
{
InLocalSpace = inLocalSpace,
IsTeleportingNextFrame = isTeleporting,
};
// SyncScaleY
if (syncScaY)
{
@@ -480,6 +558,14 @@ namespace Unity.Netcode.RuntimeTests
Assert.IsFalse(networkTransform.ApplyTransformToNetworkState(ref networkTransformState, 0, networkTransform.transform));
}
}
// Reset the NetworkTransformState since teleporting will preserve
// any dirty values
networkTransformState = new NetworkTransform.NetworkTransformState
{
InLocalSpace = inLocalSpace,
IsTeleportingNextFrame = isTeleporting,
};
// SyncScaleZ
if (syncScaZ)
{