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- Added preciseTick.AsDouble extension. - Added double.AsPreciseTick extension. - Added NetworkObject.IsDestroying to know when a NetworkObject is being destroyed or pooled during OnStop callbacks. - Added TimeManager.TimeToTicks(long). - Added NetworkObject.IsInitializedNested. - Added ServerSpawner component which automatically spawns NetworkObjects when the server starts. - Added OfflineTickSmoother. - Added NetworkTickSmoother. - Fixed Network/OfflineTickSmoother detach/reattach settings not working (Introduced in 4.6.0). - Improved ReplicateState terminology: Future is now only ever true when reconciling, and when data tick has not been run as Current. - Changed ReplicateState is now a flag. - Changed ReplicateState previous values now use flag checks internally. - Added replicateState.FastContains for flag checking. - Added ReplicateState.IsCurrent, which is the opposite of IsFuture. - Obsoleted several ReplicateState values in favor of new terminology. - Improved CharacterControllerPrediction demo notes. - Improved CharacterControllerPrediction now uses NetworkTrigger to attach and detach from platforms. - Improved Stable and Beta mode are now available per feature. - Improved several API and ToString methods to be more verbose. - Improved PlayerSpawner to find NetworkManager within hierarchy, using InstanceFinder only as a fallback. - Changed PredictionManager.StateInterpolation is now public. - Changed Reader.Initialize methods are now public. - Fixed set RollbackPhysicsType enum as flag. - Fixed OnStop callbacks not firing on Instantiated objects nested to scene objects when server suddenly disconnects. Removed debug. - Fixed DefaultScene incorrectly loading Offline scene when a server stops, even if another server is running such as through Multipass. - Fixed TimeManager.Tick drifting with latency. - Fixed UseGlobalCustomSerializer attribute not working on types within read-only assemblies. - Fixed Object Initialized Twice Error when stopping and starting all sockets without stopping the editor or application. - Fixed conditional Writer corruption when manually calling RebuildObservers. - Fixed NetworkObject.SetInitializedValues not running on prefab scene objects with properties that differed from the prefabs. - Fixed nested NetworkObjects being destroyed on socket stop when using object pooling (#842). - Fixed collection modified error when using extension transform.DestroyChildren with destroyImmediate as true. - Fixed BandwidthDisplay showing flipped in/out values for client usage (#843). - Fixed NetworkCollider/Trigger sometimes incorrectly firing OnEnter/Exit events during reconcilations. - Obsoleted NetworkBehaviour/Object.HasAuthority; replaced with IsController. - Obsoleted DetachableNetworkTickSmoother; replaced with NetworkTickSmoother. - Obsoleted MonoTickSmoother; replaced with OfflineTickSmoother. - Obsoleted NetworkObject smoother settings in favor of using NetworkTickSmoother. - Removed HistoryDuration on NetworkCollider/Trigger as it is no longer needed. - Removed unused ReplicateState values.
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FirstGearGames
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Assets/FishNet/Demos/Benchmarks/NetworkTransform/Benchmark ReadMe.txt
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...et/Demos/Benchmarks/NetworkTransform/Prefabs/NetworkTransform Benchmark Cubes.prefab.meta
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Assets/FishNet/Demos/Benchmarks/NetworkTransform/Prefabs/NetworkTransform Benchmark.prefab
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Assets/FishNet/Demos/Benchmarks/NetworkTransform/ReadMe.txt
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This is a simple benchmark for our NetworkTransform component. | ||
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Setup: | ||
* Start server and client in two editors, or clientHost. | ||
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Notes: | ||
* To configure spawned object: | ||
* Open NetworkTransform Benchmark scene. | ||
* Select any prefab NetworkTransform Benchmark XYZ. | ||
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* To configure spawn count: | ||
* Open NetworkTransform Benchmark scene. | ||
* Select Prefab Spawner, and set amount. | ||
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* To configure tick rate: | ||
* Open NetworkTransform Benchmark scene. | ||
* Select NetworkManager, change Tick Rate on TimeManager. | ||
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* To configure object rates and movement: | ||
* Open prefab NetworkTransform Benchmark XYZ. | ||
* Configure MoveRandomly. |
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