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@FirstGearGames FirstGearGames released this 25 Feb 16:56
· 1 commit to main since this release
  • Fixed Network/OfflineTickSmoother detach/reattach settings not working.
  • Improved normalized ReadMe file layouts and names.
  • Fixed Review Reminder window no longer shows for Virtual Players on Unity 6.

4.6.0

  • 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.
  • 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.