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Releases: Unity-Technologies/com.unity.netcode.gameobjects

RPC Overloads & Incremental Update Loop

12 Mar 17:35
2aaa55a

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This is a feature update.
It adds:

  • Support for RPC method overloads
  • Incremental Update Loop

For large projects, you can now have the per object processing be incremental. Thus never freezing a frame.

Editor Hotfix

09 Mar 10:23
875d615

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Fixes an issue where the NetworkedPrefab list would not properly read serialized values.

Performance RPC Hotfix

09 Mar 00:14
99c5a03

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Fixes a typo in a one of the InvokeRpc methods

Performance RPC Method Invoke Fix

09 Mar 00:06
ee604d6

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This version adds new performance invokes. All performance RPC invokes now have the "Performance" suffix.

Example:
Old: InvokeClientRpcOnClient(method, stream);
New: InvokeClientRpcOnClientPerformance(method, stream);

The old performance invokes have been made obsolete.

Spawn & Scene Rewrite!

08 Mar 23:30
3634886

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This is a big release! The spawn system has been rewritten to support "SoftSynced" objects. The scene system was also rewritten to fix previous issues.

This version:

  • Includes a visibility system once again!
  • Removes IntX dependency
  • Supports SoftSynced scene objects
  • Adds custom spawn and destroy handlers for custom object pooling
  • Adds RPC return values
  • Minor cryptography fixes to make the handshake more resistant against time channel attacks
  • Adds an example project
  • Adds missing 0 parameter RPC overload

And more!

Hope you guys enjoy this one. You can as always report bugs with the issue tracker and get help on our discord server!

Doc Improvements & RPC Overloads!

10 Dec 21:25
2d5ed8c

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This release is fairly backwards compatbile but includes breaking changes. It adds much better XML documentation and fixes many issues with the built in networked var collections.

Note that this release breaks some custom INetworkedVar implementations.

It also adds missing RPC overloads.

Writer Hotfix

23 Oct 22:00
f7e13e2

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Minor hotfix that fixes an issue when writing sbyte datatype.

Bugfixes and Prefab Improvements

23 Oct 17:42
393429a

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This release includes mostly bugfixes:

  • It fixes an issue where prefab position was not respected.
  • It adds Serializable versions of the NetworkedVar class.
  • It fixes the DISABLE_CRYPTOGRAPHY conditional, you can now once again compile the MLAPI without any cryptography.
  • It fixes issues where NetworkedVars was not being synced if they were in the baseclass.
  • Improves logging when a client writes to a NetworkedVar it doesn't have permission to write in.
  • Adds better error logging when using .NET 2.0 subset (Note that subset is not officially supported, but it will now work without encryption features)

It also improved moddability and DLC support by allowing dynamic networked prefabs to be added at runtime. Prefabs are now based on a hash of the PrefabName instead of the index in the NetworkingManager.

Installer Compatibility

16 Oct 11:15
658f496

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Removed C# >4 features from the installer.

BitStream Bugfix & Safety

16 Oct 11:05
0ec1bfc

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This is a minor release fixing a bug in the BitStream causing garbage bits to be sent as messages if the message stream was not byte aligned. It also adds a call to resolve this: BitStream.ZeroLastByteGarbageBits();