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fix prediction v1 demos' settings #552

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merged 1 commit into from
Jan 12, 2024
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Fixes issues in the v1 Client-side prediction prefabs.

  1. Corrects the broken references to the graphical objects.
  2. Changes the NetworkTransforms to server auth from client auth.
  3. Disables "Implements Prediction Methods" on objects that don't implement those methods.
  4. Set the correct "NetworkTransform" or "Rigidbody" fields on the PredictedObjects.

@FirstGearGames FirstGearGames merged commit 15b2e3f into FirstGearGames:main Jan 12, 2024
FirstGearGames pushed a commit that referenced this pull request Jan 26, 2024
- Changed GeneratedComparer<T> renamed to PublicPropertyComparer<T>.
- Fixed PredictionManager.RedundancyCount being different between WebGL and server builds.
- Fixed Prediction 2 states not splitting properly when large.
- Improved simplified IntermediateLayer.
- Added Tugboat IPv6 toggling. (#566)
- Added Tugboat DontRoute. (#540)
- Changed Prediction 2 ReplicateV2 and ReconcileV2 renamed to Replicate and Reconcile.
- Improved demo scenes now use their own prefab collection lists. (#549)
- Fixed Prediction 1 demo scene prefabs. (#552)
- Added Server/ClientManager.SetFrameRate.
- Fixed OnStopNetworking calling on clientHost before client was able to deinitialize.
- Fixed SyncTypes not clearing dirty state when values were written for despawn. (#574)
- Improved updated PredictedObject.Rigidbodies API for Unity 2021.
- Improved SyncTypes of collections no longer allocate during initialization.
- Fixed jitter on Prediction 2 smoothing.
- Added a variety of GetXYZMoveRates functions to MoveRates.
- Added MoveRates and MoveRatesCls.MoveToTarget.
- Removed MoveRatesCls.Multiply
- Improved exposed SyncVar.SetInitialValues.
- Added NetworkManager.GetPooledInstantiated makeActive and parent options.
- Added ObjectPool.RetrievObject makeActive and parent options.
- Fixed transform values being applied incorrectly during spawns.
- Fixed possible memory leak if an object was stored to DefaultObjectPool then destroyed, and object pool was never used afterwards.
- Changed Prediction V2 PredictionManager.IsReplaying() renamed to PredictionManager.IsReconciling().
- Fixed Prediction V2 calling dispose on replicate datas early.
- Added Prediction V2 PredictionManager.ClientReplayTick.
- Added Prediction V2 PredictionManager.ServerReplayTick.
- Added Prediction V2 PredictionManager.ClientStateTick.
- Added Prediction V2 PredictionManager.ServerStateTick.
- Added Prediction V2 NetworkBehaviour.IsReconiling.
- Added NetworkBehaviour.Write/ReadPayload.
- Removed SyncType forwarding for predicted spawns; Write/ReadPayload should now be used.
- Added Writer/ReaderPool.StoreAndDefault.
- Fixed Unity stripping necessary NetworkTransform code for Android builds.
- Changed FishNet\Plugins is now reserved for user imported plugins. Internal plugins have been moved to FishNet\Runtime\Plugins.
FirstGearGames pushed a commit that referenced this pull request Jan 26, 2024
- Changed GeneratedComparer<T> renamed to PublicPropertyComparer<T>.
- Fixed PredictionManager.RedundancyCount being different between WebGL and server builds.
- Fixed Prediction 2 states not splitting properly when large.
- Improved simplified IntermediateLayer.
- Added Tugboat IPv6 toggling. (#566)
- Added Tugboat DontRoute. (#540)
- Changed Prediction 2 ReplicateV2 and ReconcileV2 renamed to Replicate and Reconcile.
- Improved demo scenes now use their own prefab collection lists. (#549)
- Fixed Prediction 1 demo scene prefabs. (#552)
- Added Server/ClientManager.SetFrameRate.
- Fixed OnStopNetworking calling on clientHost before client was able to deinitialize.
- Fixed SyncTypes not clearing dirty state when values were written for despawn. (#574)
- Improved updated PredictedObject.Rigidbodies API for Unity 2021.
- Improved SyncTypes of collections no longer allocate during initialization.
- Fixed jitter on Prediction 2 smoothing.
- Added a variety of GetXYZMoveRates functions to MoveRates.
- Added MoveRates and MoveRatesCls.MoveToTarget.
- Removed MoveRatesCls.Multiply
- Improved exposed SyncVar.SetInitialValues.
- Added NetworkManager.GetPooledInstantiated makeActive and parent options.
- Added ObjectPool.RetrievObject makeActive and parent options.
- Fixed transform values being applied incorrectly during spawns.
- Fixed possible memory leak if an object was stored to DefaultObjectPool then destroyed, and object pool was never used afterwards.
- Changed Prediction V2 PredictionManager.IsReplaying() renamed to PredictionManager.IsReconciling().
- Fixed Prediction V2 calling dispose on replicate datas early.
- Added Prediction V2 PredictionManager.ClientReplayTick.
- Added Prediction V2 PredictionManager.ServerReplayTick.
- Added Prediction V2 PredictionManager.ClientStateTick.
- Added Prediction V2 PredictionManager.ServerStateTick.
- Added Prediction V2 NetworkBehaviour.IsReconiling.
- Added NetworkBehaviour.Write/ReadPayload.
- Removed SyncType forwarding for predicted spawns; Write/ReadPayload should now be used.
- Added Writer/ReaderPool.StoreAndDefault.
- Fixed Unity stripping necessary NetworkTransform code for Android builds.
- Changed FishNet\Plugins is now reserved for user imported plugins. Internal plugins have been moved to FishNet\Runtime\Plugins.
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