MLAPI Versions Save

Netcode for GameObjects is a high-level netcode SDK that provides networking capabilities to GameObject/MonoBehaviour workflows within Unity and sits on top of underlying transport layer.

ngo/1.2.0

1 year ago

[1.2.0] - 2022-11-21

Added

  • Added protected method NetworkBehaviour.OnSynchronize which is invoked during the initial NetworkObject synchronization process. This provides users the ability to include custom serialization information that will be applied to the NetworkBehaviour prior to the NetworkObject being spawned. (#2298)
  • Added support for different versions of the SDK to talk to each other in circumstances where changes permit it. Starting with this version and into future versions, patch versions should be compatible as long as the minor version is the same. (#2290)
  • Added NetworkObject auto-add helper and Multiplayer Tools install reminder settings to Project Settings. (#2285)
  • Added public string DisconnectReason getter to NetworkManager and string Reason to ConnectionApprovalResponse. Allows connection approval to communicate back a reason. Also added public void DisconnectClient(ulong clientId, string reason) allowing setting a disconnection reason, when explicitly disconnecting a client. (#2280)

Changed

  • Changed 3rd-party XXHash (32 & 64) implementation with an in-house reimplementation (#2310)
  • When NetworkConfig.EnsureNetworkVariableLengthSafety is disabled NetworkVariable fields do not write the additional ushort size value (which helps to reduce the total synchronization message size), but when enabled it still writes the additional ushort value. (#2298)
  • Optimized bandwidth usage by encoding most integer fields using variable-length encoding. (#2276)

Fixed

  • Fixed issue where NetworkTransform components nested under a parent with a NetworkObject component (i.e. network prefab) would not have their associated GameObject's transform synchronized. (#2298)
  • Fixed issue where NetworkObjects that failed to instantiate could cause the entire synchronization pipeline to be disrupted/halted for a connecting client. (#2298)
  • Fixed issue where in-scene placed NetworkObjects nested under a GameObject would be added to the orphaned children list causing continual console warning log messages. (#2298)
  • Custom messages are now properly received by the local client when they're sent while running in host mode. (#2296)
  • Fixed issue where the host would receive more than one event completed notification when loading or unloading a scene only when no clients were connected. (#2292)
  • Fixed an issue in UnityTransport where an error would be logged if the 'Use Encryption' flag was enabled with a Relay configuration that used a secure protocol. (#2289)
  • Fixed issue where in-scene placed NetworkObjects were not honoring the AutoObjectParentSync property. (#2281)
  • Fixed the issue where NetworkManager.OnClientConnectedCallback was being invoked before in-scene placed NetworkObjects had been spawned when starting NetworkManager as a host. (#2277)
  • Creating a FastBufferReader with Allocator.None will not result in extra memory being allocated for the buffer (since it's owned externally in that scenario). (#2265)

Removed

  • Removed the NetworkObject auto-add and Multiplayer Tools install reminder settings from the Menu interface. (#2285)

ngo/1.1.0

1 year ago

[1.1.0] - 2022-10-20

Added

  • Added NetworkManager.IsApproved flag that is set to true a client has been approved.(#2261)
  • UnityTransport now provides a way to set the Relay server data directly from the RelayServerData structure (provided by the Unity Transport package) throuh its SetRelayServerData method. This allows making use of the new APIs in UTP 1.3 that simplify integration of the Relay SDK. (#2235)
  • IPv6 is now supported for direct connections when using UnityTransport. (#2232)
  • Added WebSocket support when using UTP 2.0 with UseWebSockets property in the UnityTransport component of the NetworkManager allowing to pick WebSockets for communication. When building for WebGL, this selection happens automatically. (#2201)
  • Added position, rotation, and scale to the ParentSyncMessage which provides users the ability to specify the final values on the server-side when OnNetworkObjectParentChanged is invoked just before the message is created (when the Transform values are applied to the message). (#2146)
  • Added NetworkObject.TryRemoveParent method for convenience purposes opposed to having to cast null to either GameObject or NetworkObject. (#2146)

Changed

  • Updated UnityTransport dependency on com.unity.transport to 1.3.0. (#2231)
  • The send queues of UnityTransport are now dynamically-sized. This means that there shouldn't be any need anymore to tweak the 'Max Send Queue Size' value. In fact, this field is now removed from the inspector and will not be serialized anymore. It is still possible to set it manually using the MaxSendQueueSize property, but it is not recommended to do so aside from some specific needs (e.g. limiting the amount of memory used by the send queues in very constrained environments). (#2212)
  • As a consequence of the above change, the UnityTransport.InitialMaxSendQueueSize field is now deprecated. There is no default value anymore since send queues are dynamically-sized. (#2212)
  • The debug simulator in UnityTransport is now non-deterministic. Its random number generator used to be seeded with a constant value, leading to the same pattern of packet drops, delays, and jitter in every run. (#2196)
  • NetworkVariable<> now supports managed INetworkSerializable types, as well as other managed types with serialization/deserialization delegates registered to UserNetworkVariableSerialization<T>.WriteValue and UserNetworkVariableSerialization<T>.ReadValue (#2219)
  • NetworkVariable<> and BufferSerializer<BufferSerializerReader> now deserialize INetworkSerializable types in-place, rather than constructing new ones. (#2219)

Fixed

  • Fixed NetworkManager.ApprovalTimeout will not timeout due to slower client synchronization times as it now uses the added NetworkManager.IsApproved flag to determined if the client has been approved or not.(#2261)
  • Fixed issue caused when changing ownership of objects hidden to some clients (#2242)
  • Fixed issue where an in-scene placed NetworkObject would not invoke NetworkBehaviour.OnNetworkSpawn if the GameObject was disabled when it was despawned. (#2239)
  • Fixed issue where clients were not rebuilding the NetworkConfig hash value for each unique connection request. (#2226)
  • Fixed the issue where player objects were not taking the DontDestroyWithOwner property into consideration when a client disconnected. (#2225)
  • Fixed issue where SceneEventProgress would not complete if a client late joins while it is still in progress. (#2222)
  • Fixed issue where SceneEventProgress would not complete if a client disconnects. (#2222)
  • Fixed issues with detecting if a SceneEventProgress has timed out. (#2222)
  • Fixed issue #1924 where UnityTransport would fail to restart after a first failure (even if what caused the initial failure was addressed). (#2220)
  • Fixed issue where NetworkTransform.SetStateServerRpc and NetworkTransform.SetStateClientRpc were not honoring local vs world space settings when applying the position and rotation. (#2203)
  • Fixed ILPP TypeLoadException on WebGL on MacOS Editor and potentially other platforms. (#2199)
  • Implicit conversion of NetworkObjectReference to GameObject will now return null instead of throwing an exception if the referenced object could not be found (i.e., was already despawned) (#2158)
  • Fixed warning resulting from a stray NetworkAnimator.meta file (#2153)
  • Fixed Connection Approval Timeout not working client side. (#2164)
  • Fixed issue where the WorldPositionStays parenting parameter was not being synchronized with clients. (#2146)
  • Fixed issue where parented in-scene placed NetworkObjects would fail for late joining clients. (#2146)
  • Fixed issue where scale was not being synchronized which caused issues with nested parenting and scale when WorldPositionStays was true. (#2146)
  • Fixed issue with NetworkTransform.ApplyTransformToNetworkStateWithInfo where it was not honoring axis sync settings when NetworkTransformState.IsTeleportingNextFrame was true. (#2146)
  • Fixed issue with NetworkTransform.TryCommitTransformToServer where it was not honoring the InLocalSpace setting. (#2146)
  • Fixed ClientRpcs always reporting in the profiler view as going to all clients, even when limited to a subset of clients by ClientRpcParams. (#2144)
  • Fixed RPC codegen failing to choose the correct extension methods for FastBufferReader and FastBufferWriter when the parameters were a generic type (i.e., List) and extensions for multiple instantiations of that type have been defined (i.e., List and List) (#2142)
  • Fixed the issue where running a server (i.e. not host) the second player would not receive updates (unless a third player joined). (#2127)
  • Fixed issue where late-joining client transition synchronization could fail when more than one transition was occurring.(#2127)
  • Fixed throwing an exception in OnNetworkUpdate causing other OnNetworkUpdate calls to not be executed. (#1739)
  • Fixed synchronization when Time.timeScale is set to 0. This changes timing update to use unscaled deltatime. Now network updates rate are independent from the local time scale. (#2171)
  • Fixed not sending all NetworkVariables to all clients when a client connects to a server. (#1987)
  • Fixed IsOwner/IsOwnedByServer being wrong on the server after calling RemoveOwnership (#2211)

ngo/1.0.2

1 year ago

Fixed

  • Fixed issue where NetworkTransform was not honoring the InLocalSpace property on the authority side during OnNetworkSpawn. (#2170)
  • Fixed issue where NetworkTransform was not ending extrapolation for the previous state causing non-authoritative instances to become out of synch. (#2170)
  • Fixed issue where NetworkTransform was not continuing to interpolate for the remainder of the associated tick period. (#2170)
  • Fixed issue during NetworkTransform.OnNetworkSpawn for non-authoritative instances where it was initializing interpolators with the replicated network state which now only contains the transform deltas that occurred during a network tick and not the entire transform state. (#2170)

1.0.1

1 year ago

Changed

  • Changed version to 1.0.1. (#2131)
  • Updated dependency on com.unity.transport to 1.2.0. (#2129)
  • When using UnityTransport, reliable payloads are now allowed to exceed the configured 'Max Payload Size'. Unreliable payloads remain bounded by this setting. (#2081)
  • Performance improvements for cases with large number of NetworkObjects, by not iterating over all unchanged NetworkObjects

Fixed

  • Fixed not sending all NetworkVariables to all clients when a client connects to a server. (#1987)
  • Fixed an issue where reading/writing more than 8 bits at a time with BitReader/BitWriter would write/read from the wrong place, returning and incorrect result. (#2130)
  • Fixed issue with the internal NetworkTransformState.m_Bitset flag not getting cleared upon the next tick advancement. (#2110)
  • Fixed interpolation issue with NetworkTransform.Teleport. (#2110)
  • Fixed issue where the authoritative side was interpolating its transform. (#2110)
  • Fixed Owner-written NetworkVariable infinitely write themselves (#2109)
  • Fixed NetworkList issue that showed when inserting at the very end of a NetworkList (#2099)
  • Fixed issue where a client owner of a NetworkVariable with both owner read and write permissions would not update the server side when changed. (#2097)
  • Fixed issue when attempting to spawn a parent GameObject, with NetworkObject component attached, that has one or more child GameObjects, that are inactive in the hierarchy, with NetworkBehaviour components it will no longer attempt to spawn the associated NetworkBehaviour(s) or invoke ownership changed notifications but will log a warning message. (#2096)
  • Fixed an issue where destroying a NetworkBehaviour would not deregister it from the parent NetworkObject, leading to exceptions when the parent was later destroyed. (#2091)
  • Fixed issue where NetworkObject.NetworkHide was despawning and destroying, as opposed to only despawning, in-scene placed NetworkObjects. (#2086)
  • Fixed NetworkAnimator synchronizing transitions twice due to it detecting the change in animation state once a transition is started by a trigger. (#2084)
  • Fixed issue where NetworkAnimator would not synchronize a looping animation for late joining clients if it was at the very end of its loop. (#2076)
  • Fixed issue where NetworkAnimator was not removing its subscription from OnClientConnectedCallback when despawned during the shutdown sequence. (#2074)
  • Fixed IsServer and IsClient being set to false before object despawn during the shutdown sequence. (#2074)
  • Fixed NetworkList Value event on the server. PreviousValue is now set correctly when a new value is set through property setter. (#2067)
  • Fixed NetworkLists not populating on client. NetworkList now uses the most recent list as opposed to the list at the end of previous frame, when sending full updates to dynamically spawned NetworkObject. The difference in behaviour is required as scene management spawns those objects at a different time in the frame, relative to updates. (#2062)

ngo/1.0.1

1 year ago

Changed

  • Changed version to 1.0.1. (#2131)
  • Updated dependency on com.unity.transport to 1.2.0. (#2129)
  • When using UnityTransport, reliable payloads are now allowed to exceed the configured 'Max Payload Size'. Unreliable payloads remain bounded by this setting. (#2081)
  • Performance improvements for cases with large number of NetworkObjects, by not iterating over all unchanged NetworkObjects

Fixed

  • Fixed not sending all NetworkVariables to all clients when a client connects to a server. (#1987)
  • Fixed an issue where reading/writing more than 8 bits at a time with BitReader/BitWriter would write/read from the wrong place, returning and incorrect result. (#2130)
  • Fixed issue with the internal NetworkTransformState.m_Bitset flag not getting cleared upon the next tick advancement. (#2110)
  • Fixed interpolation issue with NetworkTransform.Teleport. (#2110)
  • Fixed issue where the authoritative side was interpolating its transform. (#2110)
  • Fixed Owner-written NetworkVariable infinitely write themselves (#2109)
  • Fixed NetworkList issue that showed when inserting at the very end of a NetworkList (#2099)
  • Fixed issue where a client owner of a NetworkVariable with both owner read and write permissions would not update the server side when changed. (#2097)
  • Fixed issue when attempting to spawn a parent GameObject, with NetworkObject component attached, that has one or more child GameObjects, that are inactive in the hierarchy, with NetworkBehaviour components it will no longer attempt to spawn the associated NetworkBehaviour(s) or invoke ownership changed notifications but will log a warning message. (#2096)
  • Fixed an issue where destroying a NetworkBehaviour would not deregister it from the parent NetworkObject, leading to exceptions when the parent was later destroyed. (#2091)
  • Fixed issue where NetworkObject.NetworkHide was despawning and destroying, as opposed to only despawning, in-scene placed NetworkObjects. (#2086)
  • Fixed NetworkAnimator synchronizing transitions twice due to it detecting the change in animation state once a transition is started by a trigger. (#2084)
  • Fixed issue where NetworkAnimator would not synchronize a looping animation for late joining clients if it was at the very end of its loop. (#2076)
  • Fixed issue where NetworkAnimator was not removing its subscription from OnClientConnectedCallback when despawned during the shutdown sequence. (#2074)
  • Fixed IsServer and IsClient being set to false before object despawn during the shutdown sequence. (#2074)
  • Fixed NetworkList Value event on the server. PreviousValue is now set correctly when a new value is set through property setter. (#2067)
  • Fixed NetworkLists not populating on client. NetworkList now uses the most recent list as opposed to the list at the end of previous frame, when sending full updates to dynamically spawned NetworkObject. The difference in behaviour is required as scene management spawns those objects at a different time in the frame, relative to updates. (#2062)

1.0.0

1 year ago

[1.0.0] - 2022-06-27

Changed

  • Changed version to 1.0.0. (#2046)

1.0.0-pre.10

1 year ago

[1.0.0-pre.10] - 2022-06-21

Added

  • Added a new OnTransportFailure callback to NetworkManager. This callback is invoked when the manager's NetworkTransport encounters an unrecoverable error. Transport failures also cause the NetworkManager to shut down. Currently, this is only used by UnityTransport to signal a timeout of its connection to the Unity Relay servers. (#1994)
  • Added NetworkEvent.TransportFailure, which can be used by implementations of NetworkTransport to signal to NetworkManager that an unrecoverable error was encountered. (#1994)
  • Added test to ensure a warning occurs when nesting NetworkObjects in a NetworkPrefab (#1969)
  • Added NetworkManager.RemoveNetworkPrefab(...) to remove a prefab from the prefabs list (#1950)

Changed

  • Updated UnityTransport dependency on com.unity.transport to 1.1.0. (#2025)
  • (API Breaking) ConnectionApprovalCallback is no longer an event and will not allow more than 1 handler registered at a time. Also, ConnectionApprovalCallback is now an Action<> taking a ConnectionApprovalRequest and a ConnectionApprovalResponse that the client code must fill (#1972) (#2002)

Removed

Fixed

  • Fixed issue where dynamically spawned NetworkObjects could throw an exception if the scene of origin handle was zero (0) and the NetworkObject was already spawned. (#2017)
  • Fixed issue where NetworkObject.Observers was not being cleared when despawned. (#2009)
  • Fixed NetworkAnimator could not run in the server authoritative mode. (#2003)
  • Fixed issue where late joining clients would get a soft synchronization error if any in-scene placed NetworkObjects were parented under another NetworkObject. (#1985)
  • Fixed issue where NetworkBehaviourReference would throw a type cast exception if using NetworkBehaviourReference.TryGet and the component type was not found. (#1984)
  • Fixed NetworkSceneManager was not sending scene event notifications for the currently active scene and any additively loaded scenes when loading a new scene in LoadSceneMode.Single mode. (#1975)
  • Fixed issue where one or more clients disconnecting during a scene event would cause LoadEventCompleted or UnloadEventCompleted to wait until the NetworkConfig.LoadSceneTimeOut period before being triggered. (#1973)
  • Fixed issues when multiple ConnectionApprovalCallbacks were registered (#1972)
  • Fixed a regression in serialization support: FixedString, Vector2Int, and Vector3Int types can now be used in NetworkVariables and RPCs again without requiring a ForceNetworkSerializeByMemcpy<> wrapper. (#1961)
  • Fixed generic types that inherit from NetworkBehaviour causing crashes at compile time. (#1976)
  • Fixed endless dialog boxes when adding a NetworkBehaviour to a NetworkManager or vice-versa. (#1947)
  • Fixed NetworkAnimator issue where it was only synchronizing parameters if the layer or state changed or was transitioning between states. (#1946)
  • Fixed NetworkAnimator issue where when it did detect a parameter had changed it would send all parameters as opposed to only the parameters that changed. (#1946)
  • Fixed NetworkAnimator issue where it was not always disposing the NativeArray that is allocated when spawned. (#1946)
  • Fixed NetworkAnimator issue where it was not taking the animation speed or state speed multiplier into consideration. (#1946)
  • Fixed NetworkAnimator issue where it was not properly synchronizing late joining clients if they joined while Animator was transitioning between states. (#1946)
  • Fixed NetworkAnimator issue where the server was not relaying changes to non-owner clients when a client was the owner. (#1946)
  • Fixed issue where the PacketLoss metric for tools would return the packet loss over a connection lifetime instead of a single frame. (#2004)

1.0.0-pre.9

2 years ago

[1.0.0-pre.9] - 2022-05-10

Fixed

  • Fixed Hosting again after failing to host now works correctly (#1938)
  • Fixed NetworkManager to cleanup connected client lists after stopping (#1945)
  • Fixed NetworkHide followed by NetworkShow on the same frame works correctly (#1940)

1.0.0-pre.8

2 years ago

[1.0.0-pre.8] - 2022-04-27

Changed

  • unmanaged structs are no longer universally accepted as RPC parameters because some structs (i.e., structs with pointers in them, such as NativeList<T>) can't be supported by the default memcpy struct serializer. Structs that are intended to be serialized across the network must add INetworkSerializeByMemcpy to the interface list (i.e., struct Foo : INetworkSerializeByMemcpy). This interface is empty and just serves to mark the struct as compatible with memcpy serialization. For external structs you can't edit, you can pass them to RPCs by wrapping them in ForceNetworkSerializeByMemcpy<T>. (#1901)

Removed

  • Removed SIPTransport (#1870)

  • Removed ClientNetworkTransform from the package samples and moved to Boss Room's Utilities package which can be found here.

Fixed

  • Fixed NetworkTransform generating false positive rotation delta checks when rolling over between 0 and 360 degrees. (#1890)
  • Fixed client throwing an exception if it has messages in the outbound queue when processing the NetworkEvent.Disconnect event and is using UTP. (#1884)
  • Fixed issue during client synchronization if 'ValidateSceneBeforeLoading' returned false it would halt the client synchronization process resulting in a client that was approved but not synchronized or fully connected with the server. (#1883)
  • Fixed an issue where UNetTransport.StartServer would return success even if the underlying transport failed to start (#854)
  • Passing generic types to RPCs no longer causes a native crash (#1901)
  • Fixed an issue where calling Shutdown on a NetworkManager that was already shut down would cause an immediate shutdown the next time it was started (basically the fix makes Shutdown idempotent). (#1877)

1.0.0-pre.7

2 years ago

[1.0.0-pre.7] - 2022-04-06

Added

  • Added editor only check prior to entering into play mode if the currently open and active scene is in the build list and if not displays a dialog box asking the user if they would like to automatically add it prior to entering into play mode. (#1828)
  • Added UnityTransport implementation and com.unity.transport package dependency (#1823)
  • Added NetworkVariableWritePermission to NetworkVariableBase and implemented Owner client writable netvars. (#1762)
  • UnityTransport settings can now be set programmatically. (#1845)
  • FastBufferWriter and Reader IsInitialized property. (#1859)

Changed

  • Updated UnityTransport dependency on com.unity.transport to 1.0.0 (#1849)

Removed

  • Removed SnapshotSystem (#1852)
  • Removed com.unity.modules.animation, com.unity.modules.physics and com.unity.modules.physics2d dependencies from the package (#1812)
  • Removed com.unity.collections dependency from the package (#1849)

Fixed

  • Fixed in-scene placed NetworkObjects not being found/ignored after a client disconnects and then reconnects. (#1850)
  • Fixed issue where UnityTransport send queues were not flushed when calling DisconnectLocalClient or DisconnectRemoteClient. (#1847)
  • Fixed NetworkBehaviour dependency verification check for an existing NetworkObject not searching from root parent transform relative GameObject. (#1841)
  • Fixed issue where entries were not being removed from the NetworkSpawnManager.OwnershipToObjectsTable. (#1838)
  • Fixed ClientRpcs would always send to all connected clients by default as opposed to only sending to the NetworkObject's Observers list by default. (#1836)
  • Fixed clarity for NetworkSceneManager client side notification when it receives a scene hash value that does not exist in its local hash table. (#1828)
  • Fixed client throws a key not found exception when it times out using UNet or UTP. (#1821)
  • Fixed network variable updates are no longer limited to 32,768 bytes when NetworkConfig.EnsureNetworkVariableLengthSafety is enabled. The limits are now determined by what the transport can send in a message. (#1811)
  • Fixed in-scene NetworkObjects get destroyed if a client fails to connect and shuts down the NetworkManager. (#1809)
  • Fixed user never being notified in the editor that a NetworkBehaviour requires a NetworkObject to function properly. (#1808)
  • Fixed PlayerObjects and dynamically spawned NetworkObjects not being added to the NetworkClient's OwnedObjects (#1801)
  • Fixed issue where NetworkManager would continue starting even if the NetworkTransport selected failed. (#1780)
  • Fixed issue when spawning new player if an already existing player exists it does not remove IsPlayer from the previous player (#1779)
  • Fixed lack of notification that NetworkManager and NetworkObject cannot be added to the same GameObject with in-editor notifications (#1777)
  • Fixed parenting warning printing for false positives (#1855)