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2.1.1

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@fluong6 fluong6 released this 21 Oct 15:02

[2.1.1] - 2024-10-18

Added

  • Added ability to edit the NetworkConfig.AutoSpawnPlayerPrefabClientSide within the inspector view. (#3097)
  • Added IContactEventHandlerWithInfo that derives from IContactEventHandler that can be updated per frame to provide ContactEventHandlerInfo information to the RigidbodyContactEventManager when processing collisions. (#3094)
    • ContactEventHandlerInfo.ProvideNonRigidBodyContactEvents: When set to true, non-Rigidbody collisions with the registered Rigidbody will generate contact event notifications. (#3094)
    • ContactEventHandlerInfo.HasContactEventPriority: When set to true, the Rigidbody will be prioritized as the instance that generates the event if the Rigidbody colliding does not have priority. (#3094)
  • Added a static NetworkManager.OnInstantiated event notification to be able to track when a new NetworkManager instance has been instantiated. (#3088)
  • Added a static NetworkManager.OnDestroying event notification to be able to track when an existing NetworkManager instance is being destroyed. (#3088)

Fixed

  • Fixed issue where NetworkPrefabProcessor would not mark the prefab list as dirty and prevent saving the DefaultNetworkPrefabs asset when only imports or only deletes were detected.(#3103)
  • Fixed an issue where nested NetworkTransform components in owner authoritative mode cleared their initial settings on the server, causing improper synchronization. (#3099)
  • Fixed issue with service not getting synchronized with in-scene placed NetworkObject instances when a session owner starts a SceneEventType.Load event. (#3096)
  • Fixed issue with the in-scene network prefab instance update menu tool where it was not properly updating scenes when invoked on the root prefab instance. (#3092)
  • Fixed an issue where newly synchronizing clients would always receive current NetworkVariable values, potentially causing issues with collections if there were pending updates. Now, pending state updates serialize previous values to avoid duplicates on new clients. (#3081)
  • Fixed issue where changing ownership would mark every NetworkVariable dirty. Now, it will only mark any NetworkVariable with owner read permissions as dirty and will send/flush any pending updates to all clients prior to sending the change in ownership message. (#3081)
  • Fixed an issue where transferring ownership of NetworkVariable collections didn't update the new owner’s previous value, causing the last added value to be detected as a change during additions or removals. (#3081)
  • Fixed issue where a client (or server) with no write permissions for a NetworkVariable using a standard .NET collection type could still modify the collection which could cause various issues depending upon the modification and collection type. (#3081)
  • Fixed issue where applying the position and/or rotation to the NetworkManager.ConnectionApprovalResponse when connection approval and auto-spawn player prefab were enabled would not apply the position and/or rotation when the player prefab was instantiated. (#3078)
  • Fixed issue where NetworkObject.SpawnWithObservers was not being honored when spawning the player prefab. (#3077)
  • Fixed issue with the client count not being correct on the host or server side when a client disconnects itself from a session. (#3075)

Changed

  • Changed NetworkConfig.AutoSpawnPlayerPrefabClientSide is no longer automatically set when starting NetworkManager. (#3097)
  • Updated NetworkVariableDeltaMessage so the server now forwards delta state updates from clients immediately, instead of waiting until the end of the frame or the next network tick. (#3081)