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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.

ProductVersionStatusRelease DateSupported Unity Versions
Netcode for GameObjects1.0.0Pre-ReleaseOctober 21, 20212020.3 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 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 a Func<> taking ConnectionApprovalRequest in and returning ConnectionApprovalResponse back out (#1972)

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] - 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#

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)
  • 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 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] - 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)

[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 in NetworkListEvent, when Value 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 of this 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, #913
    • NetworkSceneManager.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> for NetworkTransform #1060
  • Implemented NetworkPrefabHandler that provides support for object pooling and NetworkPrefab 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 and NetworkTickSystem which allows for improved control over time and ticks. #845
  • Added a OnNetworkDespawn function to NetworkObject which gets called when a NetworkObject 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 and NetworkObject's NetworkManager 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 and NetworkRigidbody2D components to support networking Rigidbody and Rigidbody2D components #1202, #1175
  • Added NetworkObjectReference and NetworkBehaviourReference structs which allow to sending NetworkObject/Behaviours over RPCs/NetworkVariables #1173
  • Added NetworkAnimator component to support networking Animator component #1281, #872

Changed#

  • Bumped minimum Unity version, renamed package as "Unity Netcode for GameObjects", replaced MLAPI namespace and its variants with Unity.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 โ†’ Netcode for GameObjects
      • Name: com.unity.multiplayer.mlapi โ†’ com.unity.netcode.gameobjects
      • Updated package description
    • All MLAPI.x namespaces are replaced with Unity.Netcode
      • MLAPI.Messaging โ†’ Unity.Netcode
      • MLAPI.Connection โ†’ Unity.Netcode
      • MLAPI.Logging โ†’ Unity.Netcode
      • MLAPI.SceneManagement โ†’ Unity.Netcode
      • and other MLAPI.x variants to Unity.Netcode
    • All assembly definitions are renamed with Unity.Netcode.x variants
      • Unity.Multiplayer.MLAPI.Runtime โ†’ Unity.Netcode.Runtime
      • Unity.Multiplayer.MLAPI.Editor โ†’ Unity.Netcode.Editor
      • and other Unity.Multiplayer.MLAPI.x variants to Unity.Netcode.x variants
  • Renamed Prototyping namespace and assembly definition to Components #1145
  • Changed NetworkObject.Despawn(bool destroy) API to default to destroy = 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 by NetworkSceneManager.LoadScene #955
  • NetworkManager, NetworkConfig, and NetworkSceneManager scene registration replaced with scenes in build list #1080
  • GlobalObjectIdHash replaced PrefabHash and PrefabHashGenerator for stability and consistency #698
  • NetworkStart has been renamed to OnNetworkSpawn. #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 use BufferSerializer<T> instead of NetworkSerializer #1187
  • Changed CustomMessagingManager's methods to use FastBufferWriter and FastBufferReader instead of Stream #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 NetworkChannel and MultiplexTransportAdapter #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 from ServerRpcSendParams and ClientRpcSendParams #1187
  • Removed NetworkBuffer, NetworkWriter, NetworkReader, NetworkSerializer, PooledNetworkBuffer, PooledNetworkWriter, and PooledNetworkReader #1187
  • Removed EnableNetworkVariable in NetworkConfig, 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's StopServer(), StopClient() and StopHost() methods and replaced with single NetworkManager.Shutdown() method for all #1108

Fixed#

  • Fixed ServerRpc ownership check to Debug.LogError instead of Debug.LogWarning #1126
  • Fixed NetworkObject.OwnerClientId property changing before NetworkBehaviour.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 existing NetworkObjects
  • Fixed Only one PlayerPrefab can be selected on NetworkManager 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 NetworkVariables 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 uses NetworkVariables 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 Issues#

  • NetworkVariable does not serialize INetworkSerializable types through their NetworkSerialize implementation
  • NetworkObjects marked as DontDestroyOnLoad are disabled during some network scene transitions
  • NetworkTransform 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