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
* Merge branch 'release/2.7.0' of https://github.com/Unity-Technologies/com.unity.netcode.gameobjects into release/2.7.0
* fix - revert
Reverting changes made in 3664 with the time used when interpolating to local time.
Added additional comments to prevent future fiddling with that (whether to use local or server time).
* fix: Compilation error when using an RpcAttribute with RequireOwnership (#3750)
* fix: clear DisconnectReason on server-side disconnect client (#3751)
* fix
Reset the disconnect reason when the server-side is disconnecting a client.
* test
Updating the disconnect test to validate that the disconnect reason is reset when a server force disconnects a client.
* fix: Disabled Networkbehaviours are not excluded from NetworkObject.ChildNetworkBehaviours (#3756)
* fix
This resolves the issue where a disabled NetworkBehaviour was being included in the ChildNetworkBehaviours list which would cause an exception upon a client attempting to synchronize.
* update
Adding a warning generation method to make testing easier.
* test
Modifying the original test for this to assure it checks for the correct error message.
* test - refactor
Adding a bit more coverage to the `ValidatedDisableddNetworkBehaviourWarning` test so it validates that when either a child GameObject is set inactive or the NetworkBehaviiour itself is disabled the warning message is generated and the network prefab still spawns and synchronizes.
* fix: disconnect reason should not duplicate any information (#3757)
* fix
Fixing issue with duplicated disconnect reasons for all cases.
* test - update
Making adjustments to the validation logic checking to determine if a server's disconnect reason is included in the NetworkManager.DisconnectReaon property.
* style
Removing a trailing whitespace
* test - update
One more area that needs to check for the server reason but not be a 1:1 due to the additional disconnect information before it.
* fix: disabled NetworkBehaviours vs disabled GameObjects and tests excluded by lack of MP tools (#3761)
* fix
Use the GameObject.activeInHierarchy fix.
Allow disabled NetworkBehaviour with a disabled GameObject to internally start pre-spawn but exit before invoking protected method.
* test - update
Re-factoring this test to align with the previously committed fix.
* tests - enable
Now that we have included the Mutliplayer Tools package in the test project, we needed to remove the !MULTIPLAYER_TOOLS check to assure these tests are actually being run.
* fix: Ensure DisconnectReason remains parsable (#3766)
* fix: NetworkAnimator initialization sequencing (#3767)
* fix: NetworkAnimator initialization sequencing
* Update changelog
* fix: 2.7.0 test instabilities (#3768)
* test - fix
Resolving the PeerDisconnectCallbackTests instability where sometimes the disconnect notification is processed prior to the targeted client's NetworkManager having completely disconnected and shutdown (this would only have a chance of happening if server disconnects the client).
Hoping to resolve the instability with the ParentingInSceneObjectsTests resulting in a false failure.
* test fix
Fixing potential cause for instabilities on this set of tests due to the initial network prefab transform settings not being applied to the prefab but applied to the spawned instances which could be causing issues since they were being applied to the non-authority instances.
This fix moves the applied test NetworkTrransform settings to the player prefab prior to spawning any instances.
---------
Co-authored-by: Emma <emma.mcmillan@unity3d.com>
Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/CHANGELOG.md
+1Lines changed: 1 addition & 0 deletions
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -60,6 +60,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
60
60
61
61
### Fixed
62
62
63
+
- Initialization errors with NetworkAnimator. (#3767)
63
64
- Multiple disconnect events from the same transport will no longer disconnect the host. (#3707)
64
65
- Fixed NetworkTransform state synchronization issue when `NetworkTransform.SwitchTransformSpaceWhenParented` is enabled and the associated NetworkObject is parented multiple times in a single frame or within a couple of frames. (#3664)
65
66
- Fixed issue when spawning, parenting, and immediately re-parenting when `NetworkTransform.SwitchTransformSpaceWhenParented` is enabled. (#3664)
0 commit comments