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@Needle-Mirror-Bot Needle-Mirror-Bot released this 30 Oct 21:04

The format is based on Keep a Changelog and this project adheres to Semantic Versioning.

Additional documentation and release notes are available at Multiplayer Documentation.

[1.0.1] - 2022-08-23

Changed

  • Changed version to 1.0.1. (#2131)
  • Updated dependency on com.unity.transport to 1.2.0. (#2129)
  • When using UnityTransport, reliable payloads are now allowed to exceed the configured 'Max Payload Size'. Unreliable payloads remain bounded by this setting. (#2081)
  • Preformance improvements for cases with large number of NetworkObjects, by not iterating over all unchanged NetworkObjects

Fixed

  • Fixed an issue where reading/writing more than 8 bits at a time with BitReader/BitWriter would write/read from the wrong place, returning and incorrect result. (#2130)
  • Fixed issue with the internal NetworkTransformState.m_Bitset flag not getting cleared upon the next tick advancement. (#2110)
  • Fixed interpolation issue with NetworkTransform.Teleport. (#2110)
  • Fixed issue where the authoritative side was interpolating its transform. (#2110)
  • Fixed Owner-written NetworkVariable infinitely write themselves (#2109)
  • Fixed NetworkList issue that showed when inserting at the very end of a NetworkList (#2099)
  • Fixed issue where a client owner of a NetworkVariable with both owner read and write permissions would not update the server side when changed. (#2097)
  • Fixed issue when attempting to spawn a parent GameObject, with NetworkObject component attached, that has one or more child GameObjects, that are inactive in the hierarchy, with NetworkBehaviour components it will no longer attempt to spawn the associated NetworkBehaviour(s) or invoke ownership changed notifications but will log a warning message. (#2096)
  • Fixed an issue where destroying a NetworkBehaviour would not deregister it from the parent NetworkObject, leading to exceptions when the parent was later destroyed. (#2091)
  • Fixed issue where NetworkObject.NetworkHide was despawning and destroying, as opposed to only despawning, in-scene placed NetworkObjects. (#2086)
  • Fixed NetworkAnimator synchronizing transitions twice due to it detecting the change in animation state once a transition is started by a trigger. (#2084)
  • Fixed issue where NetworkAnimator would not synchronize a looping animation for late joining clients if it was at the very end of its loop. (#2076)
  • Fixed issue where NetworkAnimator was not removing its subscription from OnClientConnectedCallback when despawned during the shutdown sequence. (#2074)
  • Fixed IsServer and IsClient being set to false before object despawn during the shutdown sequence. (#2074)
  • Fixed NetworkList Value event on the server. PreviousValue is now set correctly when a new value is set through property setter. (#2067)
  • Fixed NetworkLists not populating on client. NetworkList now uses the most recent list as opposed to the list at the end of previous frame, when sending full updates to dynamically spawned NetworkObject. The difference in behaviour is required as scene management spawns those objects at a different time in the frame, relative to updates. (#2062)