Netcode 1.0.0-pre+
The following content tracks features, updates, bug fixes, and refactoring for the next release of Unity Netcode. Specific release information including supported Unity versions, release date, and release version is to be announced. All content and development information is subject to change.
This release contains features, updates, bug fixes, and refactoring for the Netcode for GameObjects v1.0.0 Pre-Release.
Product | Version | Status | Release Date | Supported Unity Versions |
---|---|---|---|---|
Netcode for GameObjects | 1.0.0 | Pre-Release | October 21, 2021 | 2020.3 and later |
note
Netcode for GameObjects supports Windows, MacOS, Ubuntu 20.4 LTS and Ubuntu 18.04 LTS versions of Unity Editor and Player
#
[1.0.0-pre.10] - 2022-06-21#
Added- Added a new
OnTransportFailure
callback toNetworkManager
. This callback is invoked when the manager'sNetworkTransport
encounters an unrecoverable error. Transport failures also cause theNetworkManager
to shut down. Currently, this is only used byUnityTransport
to signal a timeout of its connection to the Unity Relay servers. (#1994) - Added
NetworkEvent.TransportFailure
, which can be used by implementations ofNetworkTransport
to signal toNetworkManager
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 oncom.unity.transport
to 1.1.0. (#2025) - (API Breaking)
ConnectionApprovalCallback
is no longer anevent
and will not allow more than 1 handler registered at a time. Also,ConnectionApprovalCallback
is now aFunc<>
takingConnectionApprovalRequest
in and returningConnectionApprovalResponse
back out (#1972)
#
Fixed- Fixed issue where dynamically spawned
NetworkObject
s could throw an exception if the scene of origin handle was zero (0) and theNetworkObject
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 usingNetworkBehaviourReference.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 inLoadSceneMode.Single
mode. (#1975) - Fixed issue where one or more clients disconnecting during a scene event would cause
LoadEventCompleted
orUnloadEventCompleted
to wait until theNetworkConfig.LoadSceneTimeOut
period before being triggered. (#1973) - Fixed issues when multiple
ConnectionApprovalCallback
s were registered (#1972) - Fixed a regression in serialization support:
FixedString
,Vector2Int
, andVector3Int
types can now be used in NetworkVariables and RPCs again without requiring aForceNetworkSerializeByMemcpy<>
wrapper. (#1961) - Fixed generic types that inherit from NetworkBehaviour causing crashes at compile time. (#1976)
- Fixed endless dialog boxes when adding a
NetworkBehaviour
to aNetworkManager
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 theNativeArray
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 whileAnimator
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] - 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] - 2022-04-27#
Changedunmanaged
structs are no longer universally accepted as RPC parameters because some structs (i.e., structs with pointers in them, such asNativeList<T>
) can't be supported by the default memcpy struct serializer. Structs that are intended to be serialized across the network must addINetworkSerializeByMemcpy
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 inForceNetworkSerializeByMemcpy<T>
. (#1901)- Changed requirement to register in-scene placed NetworkObjects with
NetworkManager
in order to respawn them. In-scene placed NetworkObjects are now automatically tracked during runtime and no longer need to be registered as a NetworkPrefab. (#1898)
#
Removed- Removed
SIPTransport
(#1870) - Removed
ClientNetworkTransform
from the package samples and moved to Boss Room's Utilities package which can be found here (#1912)
#
Fixed- Fixed issue where
NetworkSceneManager
did not synchronize despawned in-scene placed NetworkObjects. (#1898) - 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 a compile failure when compiling against com.unity.nuget.mono-cecil >= 1.11.4 (#1920)
- Fixed an issue where calling
Shutdown
on aNetworkManager
that was already shut down would cause an immediate shutdown the next time it was started (basically the fix makesShutdown
idempotent). (#1877)
#
[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 andcom.unity.transport
package dependency (#1823) - Added
NetworkVariableWritePermission
toNetworkVariableBase
and implementedOwner
client writable netvars. (#1762) UnityTransport
settings can now be set programmatically. (#1845)FastBufferWriter
and Reader IsInitialized property. (#1859)
#
Changed- Updated
UnityTransport
dependency oncom.unity.transport
to 1.0.0 (#1849)
#
Removed- Removed
SnapshotSystem
(#1852) - Removed
com.unity.modules.animation
,com.unity.modules.physics
andcom.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 callingDisconnectLocalClient
orDisconnectRemoteClient
. (#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)
#
[1.0.0-pre.6] - 2022-03-02#
Added- NetworkAnimator now properly synchrhonizes all animation layers as well as runtime-adjusted weighting between them (#1765)
- Added first set of tests for NetworkAnimator - parameter syncing, trigger set / reset, override network animator (#1735)
#
Changed#
Fixed- Fixed an issue where sometimes the first client to connect to the server could see messages from the server as coming from itself. (#1683)
- Fixed an issue where clients seemed to be able to send messages to ClientId 1, but these messages would actually still go to the server (id 0) instead of that client. (#1683)
- Improved clarity of error messaging when a client attempts to send a message to a destination other than the server, which isn't allowed. (#1683)
- Disallowed async keyword in RPCs (#1681)
- Fixed an issue where Alpha release versions of Unity (version 2022.2.0a5 and later) will not compile due to the UNet Transport no longer existing (#1678)
- Fixed messages larger than 64k being written with incorrectly truncated message size in header (#1686) (credit: @kaen)
- Fixed overloading RPC methods causing collisions and failing on IL2CPP targets. (#1694)
- Fixed spawn flow to propagate
IsSceneObject
down to children NetworkObjects, decouple implicit relationship between object spawning &IsSceneObject
flag (#1685) - Fixed error when serializing ConnectionApprovalMessage with scene management disabled when one or more objects is hidden via the CheckObjectVisibility delegate (#1720)
- Fixed CheckObjectVisibility delegate not being properly invoked for connecting clients when Scene Management is enabled. (#1680)
- Fixed NetworkList to properly call INetworkSerializable's NetworkSerialize() method (#1682)
- Fixed NetworkVariables containing more than 1300 bytes of data (such as large NetworkLists) no longer cause an OverflowException (the limit on data size is now whatever limit the chosen transport imposes on fragmented NetworkDelivery mechanisms) (#1725)
- Fixed ServerRpcParams and ClientRpcParams must be the last parameter of an RPC in order to function properly. Added a compile-time check to ensure this is the case and trigger an error if they're placed elsewhere (#1721)
- Fixed FastBufferReader being created with a length of 1 if provided an input of length 0 (#1724)
- Fixed The NetworkConfig's checksum hash includes the NetworkTick so that clients with a different tickrate than the server are identified and not allowed to connect (#1728)
- Fixed OwnedObjects not being properly modified when using ChangeOwnership (#1731)
- Improved performance in NetworkAnimator (#1735)
- Removed the "always sync" network animator (aka "autosend") parameters (#1746)
#
[1.0.0-pre.5] - 2022-01-28#
Added- Added
PreviousValue
inNetworkListEvent
, whenValue
has changed (#1528)
#
Changed- NetworkManager's GameObject is no longer allowed to be nested under one or more GameObject(s).(#1484)
- NetworkManager DontDestroy property was removed and now NetworkManager always is migrated into the DontDestroyOnLoad scene. (#1484)
#
Fixed- Fixed network tick value sometimes being duplicated or skipped. (#1614)
- Fixed The ClientNetworkTransform sample script to allow for owner changes at runtime. (#1606)
#
[1.0.0-pre.4] - 2022-01-04#
Added- Removed
FixedQueue
,StreamExtensions
,TypeExtensions
#1398
#
Fixed- Fixed in-scene NetworkObjects that are moved into the DDOL scene not getting restored to their original active state (enabled/disabled) after a full scene transition #1354
- Fixed invalid IL code being generated when using
this
instead ofthis ref
for the FastBufferReader/FastBufferWriter parameter of an extension method. #1393 - Fixed an issue where if you are running as a server (not host) the LoadEventCompleted and UnloadEventCompleted events would fire early by the NetworkSceneManager #1379
- Fixed NetworkObjects not being despawned before they are destroyed during shutdown for client, host, and server instances. #1390
- Fixed KeyNotFound exception when removing ownership of a newly spawned NetworkObject that is already owned by the server. #1500
- Fixed NetworkManager.LocalClient not being set when starting as a host. #1511
- Fixed a few memory leak cases when shutting down NetworkManager during Incoming Message Queue processing. #1323
#
Changed- The SDK no longer limits message size to 64k. (The transport may still impose its own limits, but the SDK no longer does.) #1384
- Updated com.unity.collections to 1.1.0 #1451
#
[1.0.0-pre.3] - 2021-10-21#
Added- Added
ClientNetworkTransform
sample to the SDK package #1168 - Added
Bootstrap
sample to the SDK package #1140 - Enhanced
NetworkSceneManager
implementation with additive scene loading capabilities #1080, #955, #913NetworkSceneManager.OnSceneEvent
provides improved scene event notificaitons
- Enhanced
NetworkTransform
implementation with per axis/component based and threshold based state replication #1042, #1055, #1061, #1084, #1101 - Added a jitter-resistent
BufferedLinearInterpolator<T>
forNetworkTransform
#1060 - Implemented
NetworkPrefabHandler
that provides support for object pooling andNetworkPrefab
overrides #1073, #1004, #977, #905,#749, #727 - Implemented auto
NetworkObject
transform parent synchronization at runtime over the network #855 - Adopted Unity C# Coding Standards in the codebase with
.editorconfig
ruleset #666, #670 - When a client tries to spawn a
NetworkObject
an exception is thrown to indicate unsupported behavior. #981 - Added a
NetworkTime
andNetworkTickSystem
which allows for improved control over time and ticks. #845 - Added a
OnNetworkDespawn
function toNetworkObject
which gets called when aNetworkObject
gets despawned and can be overriden. #865 - Added
SnapshotSystem
that would allow variables and spawn/despawn messages to be sent in blocks #805, #852, #862, #963, #1012, #1013, #1021, #1040, #1062, #1064, #1083, #1091, #1111, #1129, #1166, #1192- Disabled by default for now, except spawn/despawn messages
- Will leverage unreliable messages with eventual consistency
NetworkBehaviour
andNetworkObject
'sNetworkManager
instances can now be overriden [#762- Added metrics reporting for the new network profiler if the Multiplayer Tools package is present #1104, #1089, #1096, #1086, #1072, #1058, #960, #897, #891, #878
NetworkBehaviour.IsSpawned
a quick (and stable) way to determine if the associated NetworkObject is spawned #1190- Added
NetworkRigidbody
andNetworkRigidbody2D
components to support networkingRigidbody
andRigidbody2D
components #1202, #1175 - Added
NetworkObjectReference
andNetworkBehaviourReference
structs which allow to sendingNetworkObject/Behaviours
over RPCs/NetworkVariable
s #1173 - Added
NetworkAnimator
component to support networkingAnimator
component #1281, #872
#
Changed- Bumped minimum Unity version, renamed package as "Unity Netcode for GameObjects", replaced
MLAPI
namespace and its variants withUnity.Netcode
namespace and per asm-def variants #1007, #1009, #1015, #1017, #1019, #1025, #1026, #1065- Minimum Unity version:
- 2019.4 โ 2020.3+
- Package rename:
- Display name:
MLAPI Networking Library
โNetcode for GameObjects
- Name:
com.unity.multiplayer.mlapi
โcom.unity.netcode.gameobjects
- Updated package description
- Display name:
- All
MLAPI.x
namespaces are replaced withUnity.Netcode
MLAPI.Messaging
โUnity.Netcode
MLAPI.Connection
โUnity.Netcode
MLAPI.Logging
โUnity.Netcode
MLAPI.SceneManagement
โUnity.Netcode
- and other
MLAPI.x
variants toUnity.Netcode
- All assembly definitions are renamed with
Unity.Netcode.x
variantsUnity.Multiplayer.MLAPI.Runtime
โUnity.Netcode.Runtime
Unity.Multiplayer.MLAPI.Editor
โUnity.Netcode.Editor
- and other
Unity.Multiplayer.MLAPI.x
variants toUnity.Netcode.x
variants
- Minimum Unity version:
- Renamed
Prototyping
namespace and assembly definition toComponents
#1145 - Changed
NetworkObject.Despawn(bool destroy)
API to default todestroy = true
for better usability #1217 - Scene registration in
NetworkManager
is now replaced by Build Setttings โ Scenes in Build List #1080 NetworkSceneManager.SwitchScene
has been replaced byNetworkSceneManager.LoadScene
#955NetworkManager, NetworkConfig, and NetworkSceneManager
scene registration replaced with scenes in build list #1080GlobalObjectIdHash
replacedPrefabHash
andPrefabHashGenerator
for stability and consistency #698NetworkStart
has been renamed toOnNetworkSpawn
. #865- Network variable cleanup - eliminated shared mode, variables are server-authoritative #1059, #1074
NetworkManager
and other systems are no longer singletons/statics #696, #705, #706, #737, #738, #739, #746, #747, #763, #765, #766, #783, #784, #785, #786, #787, #788- Changed
INetworkSerializable.NetworkSerialize
method signature to useBufferSerializer<T>
instead ofNetworkSerializer
#1187 - Changed
CustomMessagingManager
's methods to useFastBufferWriter
andFastBufferReader
instead ofStream
#1187 - Reduced internal runtime allocations by removing LINQ calls and replacing managed lists/arrays with native collections #1196
#
Removed- Removed
NetworkNavMeshAgent
#1150 - Removed
NetworkDictionary
,NetworkSet
#1149 - Removed
NetworkVariableSettings
#1097 - Removed predefined
NetworkVariable<T>
types #1093- Removed
NetworkVariableBool
,NetworkVariableByte
,NetworkVariableSByte
,NetworkVariableUShort
,NetworkVariableShort
,NetworkVariableUInt
,NetworkVariableInt
,NetworkVariableULong
,NetworkVariableLong
,NetworkVariableFloat
,NetworkVariableDouble
,NetworkVariableVector2
,NetworkVariableVector3
,NetworkVariableVector4
,NetworkVariableColor
,NetworkVariableColor32
,NetworkVariableRay
,NetworkVariableQuaternion
- Removed
- Removed
NetworkChannel
andMultiplexTransportAdapter
#1133 - Removed ILPP backend for 2019.4, minimum required version is 2020.3+ #895
NetworkManager.NetworkConfig
had the following properties removed: #1080- Scene Registrations no longer exists
- Allow Runtime Scene Changes was no longer needed and was removed
- Removed the NetworkObject.Spawn payload parameter #1005
- Removed
ProfilerCounter
, the original MLAPI network profiler, and the built-in network profiler module (2020.3). A replacement can now be found in the Multiplayer Tools package. #1048 - Removed UNet RelayTransport and related relay functionality in UNetTransport #1081
- Removed
UpdateStage
parameter fromServerRpcSendParams
andClientRpcSendParams
#1187 - Removed
NetworkBuffer
,NetworkWriter
,NetworkReader
,NetworkSerializer
,PooledNetworkBuffer
,PooledNetworkWriter
, andPooledNetworkReader
#1187 - Removed
EnableNetworkVariable
inNetworkConfig
, it is always enabled now #1179 - Removed
NetworkTransform
's FixedSendsPerSecond, AssumeSyncedSends, InterpolateServer, ExtrapolatePosition, MaxSendsToExtrapolate, Channel, EnableNonProvokedResendChecks, DistanceSendrate #1060 #826 (#1042, #1055, #1061, #1084, #1101) - Removed
NetworkManager
'sStopServer()
,StopClient()
andStopHost()
methods and replaced with singleNetworkManager.Shutdown()
method for all #1108
#
Fixed- Fixed ServerRpc ownership check to
Debug.LogError
instead ofDebug.LogWarning
#1126 - Fixed
NetworkObject.OwnerClientId
property changing beforeNetworkBehaviour.OnGainedOwnership()
callback #1092 - Fixed
NetworkBehaviourILPP
to iterate over all types in an assembly #803 - Fixed cross-asmdef RPC ILPP by importing types into external assemblies #678
- Fixed
NetworkManager
shutdown when quitting the application or switching scenes #1011- Now
NetworkManager
shutdowns correctly and despawns existingNetworkObject
s
- Now
- Fixed Only one
PlayerPrefab
can be selected onNetworkManager
inspector UI in the editor #676 - Fixed connection approval not being triggered for host #675
- Fixed various situations where messages could be processed in an invalid order, resulting in errors #948, #1187, #1218
- Fixed
NetworkVariable
s being default-initialized on the client instead of being initialized with the desired value #1266 - Improved runtime performance and reduced GC pressure #1187
- Fixed #915 - clients are receiving data from objects not visible to them #1099
- Fixed
NetworkTransform
's "late join" issues,NetworkTransform
now usesNetworkVariable
s instead of RPCs #826 - Throw an exception for silent failure when a client tries to get another player's
PlayerObject
, it is now only allowed on the server-side #844
#
Known IssuesNetworkVariable
does not serializeINetworkSerializable
types through theirNetworkSerialize
implementationNetworkObjects
marked asDontDestroyOnLoad
are disabled during some network scene transitionsNetworkTransform
interpolates from the origin when switching Local Space synchronization- Exceptions thrown in
OnNetworkSpawn
user code for an object will prevent the callback in other objects - Cannot send an array of
INetworkSerializable
in RPCs - ILPP generation fails with special characters in project path