ReadBlittable
/ WriteBlittable
for better performance.OnStopServer
and OnStopClient
overrides.SyncVars
now support using types that inherit from NetworkBehaviour
.SimpleWebTransport
now has option for TLS outside the transport.MultipleMatches
example featuring Network Match Checker with Lobby and Match functionality.StartServer
/ StartClient
more than once is now prevented..PlayerScore
in MultipleAdditiveScenes
example.MultipleAdditiveScenes
example.Mathematics
.NetworkServer.maxConnections
is now public.ReadyStatusChanged
in NetworkRoomManager
is now public.NetworkTransform
now correctly uses ArraySegment
in Commands.OnStopServer
to NetworkSceneChecker
and NetworkMatchChecker
.NetworkReader
.Channels.DefaultUnreliable
and applies compression to rotations.NetworkMessage
to use structs in all cases - classes no longer supported.ReadPacked
/ WritePacked
functions - Use Read and Write variants instead.[Server]
/[Client]
can now be used outside of NetworkBehaviour.isServer
will now keep its value after calling NetworkServer.Destroy
.[Client]
error message now correctly logs the name of the method.[Server]
/[Client]
now correctly give error when used on abstract method.#if UNITY_SERVER
instead.undefined
.ignoreAuthority
option for invoking Commands on objects the client doesn't have authority over, and Command methods can have an optional NetworkConnectionToClient sender
parameter.excludeOwner
option to prevent messages from going to the client that owns the object.AddRange
, InsertRange
, and RemoveAll
.OnRoomServerPlayersNotReady
that fires on server from CheckReadyToBegin
.OnStartClient
.OnClientEnterRoom
now correctly only fires on clients.RegisterClientMessages
was being incorrectly invoked for every scene change.SyncMode
and SyncInterval
was not showing in the inspector in some cases (regression).StopClient
.lastMessageTime
wasn't being properly initialized, causing incorrect idle timeout disconnects.OnStopServer
and OnStopClient
virtual methods.ReplaceHandler
methods to avoid warnings when attempting to double register message handlers.NetworkServer.SendToAll
now has an optional bool to only send to ready clients, and a SendToReady
method that doesn't require a Network Identity.RegisterClientMessages
is no longer invoked twice on the client.SyncMode
and SyncInterval
was not showing in the inspector in some cases.LateUpdate
now processes a limited amount of messages per tick to avoid deadlocks.OnNetworkDestroy
was renamed to OnStopClient
.NetworkServer.RemovePlayerForConnection
instead.OnRebuildObservers
, OnCheckObserver
, and OnSetHostVisibility
were moved to a separate class called NetworkVisibility
.OnRoomStopServer
added to Network Room Manager and Script Template.NetworkServer.SendToObservers
now reports correct channel to Mirror Profiler.roomPlayerPrefab
is now protected
so it can be accessed in derived classes.NetworkServer.Destroy
.NetworkServer.SendToReady
overloads are no longer ambiguous.StopHost
correctly raises OnServerDisconnect
in Network Manager, and correctly unwinds before shutting down the server.isServer
is no longer incorrectly false on server in Network Identity's OnDestroy
.offlineScene
and onlineScene
store full paths now, so use SceneManager.GetActiveScene().path instead.StopHost
/ StopServer
/ StopClient
more appropriately.OnEnable
proved to be unreliable in some cases.PooledNetworkReader
and PooledNetworkWriter
, both Disposable.NetworkReader.ReadMessage
.isClient
now returns true on clients in OnDestroy for networked objects.NetworkReaderPool
has been implemented in place of new NetworkReader
everywhere, significantly reducing garbage allocation.hasAuthority
for client owned objects.OnRoomServerAddPlayer
.NetworkWriterPool
is now used everywhere instead of new NetworkWriter
(we missed a couple when the pool was implemented).RequestScriptReload
was moved to EditorUtility from UnityEditorInternal.InternalEditorUtility.NetworkIdentity.GetSceneIdenity
method renamed to GetSceneIdentity
(name typo).Transport.activeTransport.Shutdown()
is no longer called from Network Manager.