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chore: merge v2.0.0-pre.3 into develop-2.0.0 (#2991)
* update
Updating NGO to v2.0.0-pre.3
Updating UTP dependency to v2.3.0
Updating manifest to current dependencies
Updating project version to 6000.0.10f1
* chore: 2.0.0-pre.3 additional last minute updates (#2978)
* update
missed actually updating the version.
* update
Added `UnityTransport.GetNetworkDriver` and `UnityTransport.GetLocalEndpoint` methods.
* update
Updating changelog file.
* fix: metrics tooltips and serialized type non optimized warning message handling (#2979)
* update
Adding xml API documentation and tooltips for the `NetworkConfig.NetworkMessageMetrics` and `NetworkConfig.NetworkProfilingMetrics` properties.
* update
Added a static helper method in `NetworkManager` to handle logging when a serialized type is not yet optimized for distributed authority.
* fix
This fix includes the up-port of #2980 (RNSM not tracking RPCs in release builds).
Fixing the issue where I forgot to add the serialized type for the not optimized warning message update.
* fix: deferred despawn gc allocation (#2983)
* fix
Remove GC alloc when creating list for deferred despawn.
* update
adding log entry for fix.
* update
adding PR for the fix
* chore: Anticipated not supported warning (#2982)
chore
notify user that this component is not supported in distributed authority mode
* fix: allow clients to set client synchronization mode distributed authority (#2985)
* fix
Allow clients to set client synchronization mode when in distributed authority mode since clients can be promoted to session owner.
* test
apply same rules for the integration test version of the scene handler
* update
adding change log entry
* chore
making a new unreleased changelog entry
Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/CHANGELOG.md
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Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com).
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## Unreleased
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## [Unreleased]
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### Added
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### Fixed
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### Changed
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## [2.0.0-pre.3] - 2024-07-23
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### Added
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- Added: `UnityTransport.GetNetworkDriver` and `UnityTransport.GetLocalEndpoint` methods to expose the driver and local endpoint being used. (#2978)
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### Fixed
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- Fixed issue where deferred despawn was causing GC allocations when converting an `IEnumerable` to a list. (#2983)
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- Fixed issue where the realtime network stats monitor was not able to display RPC traffic in release builds due to those stats being only available in development builds or the editor. (#2979)
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- Fixed issue where `NetworkManager.ScenesLoaded` was not being updated if `PostSynchronizationSceneUnloading` was set and any loaded scenes not used during synchronization were unloaded. (#2971)
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- Fixed issue where `Rigidbody2d` under Unity 6000.0.11f1 has breaking changes where `velocity` is now `linearVelocity` and `isKinematic` is replaced by `bodyType`. (#2971)
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- Fixed issue where `NetworkSpawnManager.InstantiateAndSpawn` and `NetworkObject.InstantiateAndSpawn` were not honoring the ownerClientId parameter when using a client-server network topology. (#2968)
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### Changed
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- Changed logic where clients can now set the `NetworkSceneManager` client synchronization mode when using a distributed authority network topology. (#2985)
Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/Runtime/Configuration/NetworkConfig.cs
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publicboolAutoSpawnPlayerPrefabClientSide=true;
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#if MULTIPLAYER_TOOLS
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/// <summary>
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/// Controls whether network messaging metrics will be gathered. (defaults to true)
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/// There is a slight performance cost to having this enabled, and can increase in processing time based on network message traffic.
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/// </summary>
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/// <remarks>
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/// The Realtime Network Stats Monitoring tool requires this to be enabled.
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/// </remarks>
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[Tooltip("Enable (default) if you want to gather messaging metrics. Realtime Network Stats Monitor requires this to be enabled. Disabling this can improve performance in release builds.")]
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publicboolNetworkMessageMetrics=true;
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#endif
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/// <summary>
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/// When enabled (default, this enables network profiling information. This does come with a per message processing cost.
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/// Network profiling information is automatically disabled in release builds.
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/// </summary>
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[Tooltip("Enable (default) if you want to profile network messages with development builds and defaults to being disabled in release builds. When disabled, network messaging profiling will be disabled in development builds.")]
Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/package.json
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"name": "com.unity.netcode.gameobjects",
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"displayName": "Netcode for GameObjects",
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"description": "Netcode for GameObjects is a high-level netcode SDK that provides networking capabilities to GameObject/MonoBehaviour workflows within Unity and sits on top of underlying transport layer.",
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