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Netcode for GameObjects
Added
Added PreviousValue in NetworkListEvent, when Value has changed (#1528)
Changed
NetworkManager's GameObject is no longer allowed to be nested under one or more GameObject(s).(#1484)
NetworkManager DontDestroy property was removed and now NetworkManager always is migrated into the DontDestroyOnLoad scene. (#1484)
Fixed
Fixed network tick value sometimes being duplicated or skipped. (#1614)
Fixed The ClientNetworkTransform sample script to allow for owner changes at runtime. (#1606)
Unity Transport for Netcode for GameObjects
Added
A new 'Server Listen Address' field under 'Connection Data' in the inspector has been added to specify the address a server should listen to, in case it differs from the main 'Address' field. The SetConnectionData method has been updated accordingly to take an optional parameter to specify that listen address. (#1605)
Added new methods to set the relay server data: SetHostRelayData and SetClientRelayData. These are meant to be less error-prone than SetRelayServerData (which remains available). (#1609)
Changed
Updated Netcode for GameObjects dependency to 1.0.0-pre.5 (#1626)
Updated Unity Transport package to 1.0.0-pre.12. (#1615)
Rename the 'Send Queue Batch Size' property to 'Max Payload Size' to better reflect its usage. (#1584)
Implicit conversions between ConnectionAddressData and NetworkEndPoint are now deprecated, since their semantics are no longer clear with the introduction of the new ServerListenAddress field (see above). (#1605)
Fixed
Lifted the limit of ~44KB for reliable payloads. Before the fix, attempting to send a payload larger than that with reliable delivery would silently fail. Note that it is still not recommended to send such large reliable payloads, since their delivery could take a few network round-trips. (#1596)
Fixed a bug where NetworkList.contains value was inverted (#1363)