NetworkPrefabProcessor now marks the default NetworkPrefabsList ScriptableObject asset as dirty if there are new imports OR deletions.
Unity is now aware of the changes and is able to write them to disk.
* update
Update to NetworkObject to assist with the refresh in-scene prefab instances
* fix
Fixing issue where updating a prefab used as in-scene placed prefab instance(s) would not properly get updated if the root prefab asset was updated to have a NetworkObject component.
* style
fixing whitespace issues.
* Update CHANGELOG.md
* update
Adding NetworkManager.Instantiated and NetworkManager.Destroying event notifications.
* test
Adding validation test.
* update
Adding changelog entries.
* fix
Fixing player instantiation position and rotation issue introduced in an earlier PR (but not yet released).
* test
test to validate the player spawn position fix.
adding the observers test from v2.0.0 (just good to have that in v1.x.x)
* style
remove whitespaces
* fix
only send animation updates to observers.
* test
validates that NetworkAnimator only sends animation updates to observers.
* update
Added changelog entry
* fix
We should not throw an exception if an RPC is received and the target NetworkObject does not exist as it could have been despawned.
* update
Adding changelog entry
* update
adding changelog entry PR number.
* upgrading unity-downloader-cli
* upgrading unity-downloader for all jobs
* upgrading to use pip3
* fixing permission issue
* removing the version check
* update
Add editor UI and additional NGO setting.
* update
Add check to see if we should perform the check for NetworkObject.
* update
Add the changelog entry
* fix
Adding protections against exceptions in the NetworkSpawnManager.HandleNetworkObjectShow method.
* test
validate the fix
* update
adding changelog entry.
* update
adding PR number to changelog entry.
* fix and style
Removing whitespace
Adding 2022.3 define for find objects.
* update
Adding support for changes to collections in v2.2.x.
* update
Adding support for changes to collections in v2.2.x.
* update
Adding changelog entry
* fix
Fixing some of the collections issues.
Adding a unified permissions error.
Replacing throw exceptions with logging errors and returning.
* tesat
adjustments for replacing throw exception and added internal unified permissions write error.
* fix
Adjustments made due to other issues with direct assignment.
* fix
back port typo.
* style
removing using directive.
* fix
Mark that we have a previous value for disposing when destroyed.
* fix
This fixes an issue with duplicating nested lists, hashsets, and dictionaries.
* test
This is the first set of tests for Lists, including nested, that test using base types and INetworkSerializable.
Still have HashSet and Dictionary to cover.
* test
Added Dictionary and HashSet to the tests.
* style
Removing whitespaces
* update
adding changelog entries
* update
Adding missed change log entries.
* fix
This fixes the issue where a trigger that transitions to a state with a trigger that transitions back to the original state could cause NetworkAnimator to generate a false layer to layer state transition which would not only generate an additional message after the original trigger message, but would cause the non-authority instances to log a warning message.
* test - manual
This includes additional assets needed to test this fix manually as well as some of the assets included will be used in an integration test.
* test
Adding test for the dual trigger scenario.
* style
Adding additional comments about the update.
* yupdate
Updating version of package and changelog version
* fix
removing the [GenerateSerializationForType(typeof(byte))] attributes.
* fix
fixing the issue of a missing byte serializer for fixedstrings.
* style
removing whitespace
* Update CHANGELOG.md
* yupdate
Updating version of package and changelog version
* updating changelog
---------
Co-authored-by: NoelStephensUnity <noel.stephens@unity3d.com>
* fix
Adding UNITY_MP_TOOLS_NET_STATS_MONITOR_ENABLED_IN_RELEASE to all of the various dependencies required to enable RNSM tracking of RPC messages.
* update
adding change log entry
* fix
remove the scene from the scenesLoaded dictionary when there are remaining scenes to be unloaded.
* test
back ported test updates
* update
Adding change log entry
* fix: Added support for byte on NetworkVariable through codegen
the codegen wasn't picking byte - it's because a variable of a type other than NetworkVariable<byte> (such as NetworkVariable<FixedString32Bytes>) is serializing a byte value as part of its delta serialization. Delta serialization was added in NGO 1.9, which is why it doesn't happen in previous versions. This code assumes the existence of a byte serializer, but if the user doesn't have a NetworkVariable<byte> in their code, the byte serializer won't be initialized by the codegen pass.
credits: Kitty Drapper
* fix: Converted serialization operation to their appropriate Safe counterparts
Fixed safety issue that would trigger exception on runtime
* fix
Using WriteByteSafe as opposed to WriteValueSafe.
* update
adding changelog entry
---------
Co-authored-by: NoelStephensUnity <noel.stephens@unity3d.com>
* fix
This resolves the issue with the client count not being correct on the host or server side when a client disconnects itself from a session.
This also resolves the issue with the host trying to send itself a message that it has connected when first starting up.
Fixing issue with NetworkSceneManager finishing synchronization prior to the server connection timing out.
* test
Adding validation for the connected clients count on the server side when the client-side disconnects.
* fix
This fixes an issue with using unreliable state updates, half-floats, and NetworkDeltaPosition.
* test
Adding test to validate the fix for using half float precision with unreliable deltas.
* Fixed crash and added test for a message still existing in the message queue on shutdown.
* Fixing format errors.
---------
Co-authored-by: Noel Stephens <noel.stephens@unity3d.com>
* fix
Fixing issue where parenting synchronization on the authority side was not properly handling the scenario where a NetworkObject is parented under a GameObject (with or without auto object parent sync enabled).
* fix
Fixing issue where parenting synchronization on the non-authority side was not properly handling the scenario where a NetworkObject is parented under a GameObject (with or without auto object parent sync enabled).
* update
migrate when to apply in local space above the parenting check.
* test
Adding an integration test to validate an in-scene placed NetworkObject's initial synchronization when parented under a GameObject. This also test both scenarios where the in-scene placed NetworkObject does and does not have a NetworkTransform.
* style
Removing unused namespace
* update
Updating change log entry
* fix
This resolves the issue with Rigidbody2d not changing the body type based on changes to authority while also assuring the initial body type for Rigidbody2d is kinematic until spawned.
* test
Realized we needed an overhaul with our rigid body tests so I did a bit of refactoring.
Deleted the remaining of the completely commented out rigid body tests that are now being covered in the NetworkRigidbodyTests.
* update
adding pre and post spawn methods.
clearing the m_ChildNetworkBehaviours on Awake.
* update
adding change log entries
* update
Needed to add a NetworkManager ref into the pre spawn method.
Needed to account for locally spawning.
* test
Adding test that validates the pre spawn and post spawn methods are invoked and that order of operations for OnNetworkSpawn invocation is not an issue with OnNetworkPostSpawn invocation.
* style
updating comments
* style
updating comments a bit more
* test
Migrating OnDynamicNetworkPreAndPostSpawn into its own class to avoid interfering with the generic tests.
* style
removing property no longer used and remove LF/CR
* update and test
Added NetworkBehaviour.OnNetworkSessionSynchronized and NetworkBehaviour.OnInSceneObjectsSpawned methods.
Added test to validate the above methods.
Added assets for the test to validate the above methods.
* chore: tag change log (#2866)
* chore: merge develop into 1.9.0 release (#2873)
* test
Increasing timeout for 2 URPC tests that commonly timeout.
* style
adding comments
* update-temp
Running tests on only 2022.3
* style and test
Adjusting URPC tests.
Fixing naming convention violation.
* test
increase number of bytes to adjust under CorruptBytes pass.
* style
missing white space
* Revert "update-temp"
This reverts commit 0958d04dd5.
* chore: bumping to v1.9.1 initial package release version (#2887)
* chore
bump initial package version.
* update
bumping version in changelog
* style
adding white space
* Update CHANGELOG.md
Removing this as it was not accurate.
* Adding missing words for OnDestroy API doc
* Reference pointing to what?
* Improving remarks for OnServerStopped and OnClientStopped
* Updates to summary from review
* Formatting
* initial commit
* update
adding changelog entry
* update and style
Fixing some style issues along with property type issues.
* test
Adding some generalized testing to validate both NetworkBehaviourReference and NetworkObjectReference can be created using a null and serialized when null.
* update
Updating the changed description.
---------
Co-authored-by: Simone Guggiari <simogecko@gmail.com>
* fix
Edge case fix for half float precision not getting the proper initial base offset.
* update
adding change log entry
* update
adding PR number
* test
updating some of the tests to reduce the verbosity of the debug output.
* update
adding the develop-2.0.0 branch to triggers and conventional pr.
* Revert "update"
This reverts commit 77aa22e166.
* update
adding develop-2.0.0 to conventional PR
* update
adding to auto update
* Update autoupdate.yaml
* fix
Assure the host generates a notification for the local host client no longer being connected when it shuts itself down.
* test
Include modification to the DisconnectTest to validate this fix.
Rewrote the SenderIdTest to be a bit more flexible with regard to waiting for the client disconnect event and not failing if it received anything afterwards.
Adding check for ConnectionEvent.ClientDisconnected for both test types.
Fixing issue with StopOneClient destroying the NetworkManager when destroy is set to false.
NetworkRigidbody is not checking for NetworkTransform.Interpolate value on ownership loss as it does on Awake, so it assumes that the NetworkTransform will treat the interpolation even if NetworkTransform.Interpolate is false.
NetworkRigibody set kinematic on a NetworkObject's rigidbody before it actually is spawned (on Awake) to prevent the transform from being changed before knowing the actual ownership of the object. NetworkRigidbody2D follow the same pattern
Host acts as both client and server.
Both the client target and the server target points to same instance
This results in two invocations on the host which is not expected
Checking that the server is host and skipping the RpcTarget invocation we avoid this situation
* Test Fix
InSceneParentChildHandler was not adding the server side objects to check.
* fix
This fixes the issue with World Position Stays being set not working along this:
- The integration scene names not being added with complex nested children
- Parents and children were not being ordered as parent first then child
But now that this is fixed, the world position stays set to false no longer works (whack a mole).
Account for multiple children under any given parent for sorting.
Minor adjustment to how scale is synchronized with in-scene placed NetworkObjects.
* update
Improved SceneEventData parent sorting