Change Log
v97.0.0 -- In Progress
Added
NetworkTransform now has dropdown for using Update/FixedUpdate/LateUpdate
RemoteStatistics now has option to skip password and auth check for convenient testing
Mirror Render Pipeline Converter for URP compatibility
NetworkName component: syncs object name from server to clients
NetworkBehaviour::isHost shortcut for isServer + isClient
UniqueNameAuthenticator: reusable version from the Chat example
Card Game example with simple match making and tight data flow
Fixes
Network Authenticator UnityEvents improved and Unity 2019 compatibility restored
Predicted Rigidbody no longer resets ghost objects
NetworkScenePostProcess now only processes the last loaded scene instead of all loaded scenes for better performance
NetworkServer / NetworkClient exceptionsDisconnect now is reset during Shutdown
NetworkManager now unsubscribes from OnSceneLoaded in OnDestroy
Some common code in various NetworkTransform flavors consolidated to NetworkTransformBase
NetworkTransform now handles changing SendIntervalMultiplier at runtime
NetworkTransform::OnTeleport no longer breaks delta compression
NetworkTransformHybrid now better handles initial child sync
NetworkAnimator Trigger message handling improved
SimpleWebTransport now includes Port in ToString
SimpleWebTransport now includes timestamps in log outputs
SimpleWebTransport general improvements in logging
SimpleWebTransport minimized calls to conn.Dispose
InterestManagement now hides Canvas in SetHostVisibility
OnGUI now properly excluded from Dedicated Server builds
ReadOnly attribute now supports TextArea fields
NetworkIdentity::AssignClientAuthority now ensures owner data is included
CecilX updated with missing namespaces and build fixes
Many examples have been updated, especially PlayerTest prefabs and controllers
Changes
NetworkAnimator: Deprecated clientAuthority for syncDirection
Simple Web Transport no longer supports Unity 2021 and older
BREAKING: Commands invoked by host client bypass network writer / reader
This makes the host client timing different from remote clients
This now requires careful testing with remote clients that may act differently
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