1.5.1
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.
[1.5.1] - 2023-06-07
Added
- Added support for serializing
NativeArray<>
andNativeList<>
inFastBufferReader
/FastBufferWriter
,BufferSerializer
,NetworkVariable
, and RPCs. (To useNativeList<>
, addUNITY_NETCODE_NATIVE_COLLECTION_SUPPORT
to your Scripting Define Symbols inProject Settings > Player
) (#2375) - The location of the automatically-created default network prefab list can now be configured (#2544)
- Added: Message size limits (max single message and max fragmented message) can now be set using NetworkManager.MaximumTransmissionUnitSize and NetworkManager.MaximumFragmentedMessageSize for transports that don't work with the default values (#2530)
- Added
NetworkObject.SpawnWithObservers
property (default is true) that when set to false will spawn aNetworkObject
with no observers and will not be spawned on any client untilNetworkObject.NetworkShow
is invoked. (#2568)
Fixed
- Fixed: Fixed a null reference in codegen in some projects (#2581)
- Fixed issue where the
OnClientDisconnected
client identifier was incorrect after a pending client connection was denied. (#2569) - Fixed warning "Runtime Network Prefabs was not empty at initialization time." being erroneously logged when no runtime network prefabs had been added (#2565)
- Fixed issue where some temporary debug console logging was left in a merged PR. (#2562)
- Fixed the "Generate Default Network Prefabs List" setting not loading correctly and always reverting to being checked. (#2545)
- Fixed issue where users could not use NetworkSceneManager.VerifySceneBeforeLoading to exclude runtime generated scenes from client synchronization. (#2550)
- Fixed missing value on
NetworkListEvent
forEventType.RemoveAt
events. (#2542,#2543) - Fixed issue where parenting a NetworkTransform under a transform with a scale other than Vector3.one would result in incorrect values on non-authoritative instances. (#2538)
- Fixed issue where a server would include scene migrated and then despawned NetworkObjects to a client that was being synchronized. (#2532)
- Fixed the inspector throwing exceptions when attempting to render
NetworkVariable
s of enum types. (#2529) - Making a
NetworkVariable
with anINetworkSerializable
type that doesn't meet thenew()
constraint will now create a compile-time error instead of an editor crash (#2528) - Fixed Multiplayer Tools package installation docs page link on the NetworkManager popup. (#2526)
- Fixed an exception and error logging when two different objects are shown and hidden on the same frame (#2524)
- Fixed a memory leak in
UnityTransport
that occurred ifStartClient
failed. (#2518) - Fixed issue where a client could throw an exception if abruptly disconnected from a network session with one or more spawned
NetworkObject
(s). (#2510) - Fixed issue where invalid endpoint addresses were not being detected and returning false from NGO UnityTransport. (#2496)
- Fixed some errors that could occur if a connection is lost and the loss is detected when attempting to write to the socket. (#2495)
Changed
- Adding network prefabs before NetworkManager initialization is now supported. (#2565)
- Connecting clients being synchronized now switch to the server's active scene before spawning and synchronizing NetworkObjects. (#2532)
- Updated
UnityTransport
dependency oncom.unity.transport
to 1.3.4. (#2533) - Improved performance of NetworkBehaviour initialization by replacing reflection when initializing NetworkVariables with compile-time code generation, which should help reduce hitching during additive scene loads. (#2522)