You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
This commit was created on GitHub.com and signed with GitHub’s verified signature.
The key has expired.
[1.0.0-pre.7] - 2022-04-06
Added
Added editor only check prior to entering into play mode if the currently open and active scene is in the build list and if not displays a dialog box asking the user if they would like to automatically add it prior to entering into play mode. (#1828)
Added UnityTransport implementation and com.unity.transport package dependency (#1823)
Added NetworkVariableWritePermission to NetworkVariableBase and implemented Owner client writable netvars. (#1762)
UnityTransport settings can now be set programmatically. (#1845)
FastBufferWriter and Reader IsInitialized property. (#1859)
Changed
Updated UnityTransport dependency on com.unity.transport to 1.0.0 (#1849)
Removed com.unity.modules.animation, com.unity.modules.physics and com.unity.modules.physics2d dependencies from the package (#1812)
Removed com.unity.collections dependency from the package (#1849)
Fixed
Fixed in-scene placed NetworkObjects not being found/ignored after a client disconnects and then reconnects. (#1850)
Fixed issue where UnityTransport send queues were not flushed when calling DisconnectLocalClient or DisconnectRemoteClient. (#1847)
Fixed NetworkBehaviour dependency verification check for an existing NetworkObject not searching from root parent transform relative GameObject. (#1841)
Fixed issue where entries were not being removed from the NetworkSpawnManager.OwnershipToObjectsTable. (#1838)
Fixed ClientRpcs would always send to all connected clients by default as opposed to only sending to the NetworkObject's Observers list by default. (#1836)
Fixed clarity for NetworkSceneManager client side notification when it receives a scene hash value that does not exist in its local hash table. (#1828)
Fixed client throws a key not found exception when it times out using UNet or UTP. (#1821)
Fixed network variable updates are no longer limited to 32,768 bytes when NetworkConfig.EnsureNetworkVariableLengthSafety is enabled. The limits are now determined by what the transport can send in a message. (#1811)
Fixed in-scene NetworkObjects get destroyed if a client fails to connect and shuts down the NetworkManager. (#1809)
Fixed user never being notified in the editor that a NetworkBehaviour requires a NetworkObject to function properly. (#1808)
Fixed PlayerObjects and dynamically spawned NetworkObjects not being added to the NetworkClient's OwnedObjects (#1801)
Fixed issue where NetworkManager would continue starting even if the NetworkTransport selected failed. (#1780)
Fixed issue when spawning new player if an already existing player exists it does not remove IsPlayer from the previous player (#1779)
Fixed lack of notification that NetworkManager and NetworkObject cannot be added to the same GameObject with in-editor notifications (#1777)
Fixed parenting warning printing for false positives (#1855)