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Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/CHANGELOG.md
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@@ -15,6 +15,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
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### Fixed
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- Fixed issue where an exception was thrown when calling `NetworkManager.Shutdown` after calling `UnityTransport.Shutdown`. (#3118)
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- Fixed issue where `NetworkList` properties on in-scene placed `NetworkObject`s could cause small memory leaks when entering playmode. (#3147)
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- Fixed in-scene `NertworkObject` synchronization issue when loading a scene with currently connected clients connected to a session created by a `NetworkManager` started as a server (i.e. not as a host). (#3133)
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- Fixed issue where a `NetworkManager` started as a server would not add itself as an observer to in-scene placed `NetworkObject`s instantiated and spawned by a scene loading event. (#3133)
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### Changed
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- Optimised `NetworkVariable` and `NetworkTransform` related packets when in Distributed Authority mode.
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- The Debug Simulator section of the Unity Transport component was removed. This section was not functional anymore and users are now recommended to use the more featureful [Network Simulator](https://docs-multiplayer.unity3d.com/tools/current/tools-network-simulator/) tool from the Multiplayer Tools package instead. (#3121)
return$"|Client-{m_NetworkManager.LocalClientId}|{m_NetworkBehaviour.name}|{Name}| Write permissions ({WritePerm}) for this client instance is not allowed!";
thrownewArgumentException($"Serialization has not been generated for type {typeof(T).FullName}. This can be addressed by adding a [{nameof(GenerateSerializationForGenericParameterAttribute)}] to your generic class that serializes this value (if you are using one), adding [{nameof(GenerateSerializationForTypeAttribute)}(typeof({typeof(T).FullName})] to the class or method that is attempting to serialize it, or creating a field on a {nameof(NetworkBehaviour)} of type {nameof(NetworkVariable<T>)}. If this error continues to appear after doing one of those things and this is a type you can change, then either implement {nameof(INetworkSerializable)} or mark it as serializable by memcpy by adding {nameof(INetworkSerializeByMemcpy)} to its interface list to enable automatic serialization generation. If not, assign serialization code to {nameof(UserNetworkVariableSerialization<T>)}.{nameof(UserNetworkVariableSerialization<T>.WriteValue)}, {nameof(UserNetworkVariableSerialization<T>)}.{nameof(UserNetworkVariableSerialization<T>.ReadValue)}, and {nameof(UserNetworkVariableSerialization<T>)}.{nameof(UserNetworkVariableSerialization<T>.DuplicateValue)}, or if it's serializable by memcpy (contains no pointers), wrap it in {typeof(ForceNetworkSerializeByMemcpy<>).Name}.");
@@ -82,11 +79,6 @@ public void Duplicate(in T value, ref T duplicatedValue)
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