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1.2.0-pre.4

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@Needle-Mirror-Bot Needle-Mirror-Bot released this 04 Dec 15:14

[1.2.0-pre.4] - 2023-11-28

Added

  • You can now disable the automatic Entities ICustomBootstrap bootstrapping (which calls NetCode's own ClientServerBootstrap) by either; a) disabling it in the ProjectSettings (default value is enabled), or b) adding the new OverrideAutomaticNetcodeBootstrap MonoBehaviour to your first build scene (i.e. your Active scene). Thus, there is no longer any need to write a custom bootstrap just to support a Frontend scene vs a Gameplay scene.
  • A NetCodeConfig ScriptableObject, containing most NetCode configuration variables, allowing customization without needing to modify code. Most variables are live-tweakable.
  • A 'Snapshot Sequence Id' (SSId), which is used to accurately measure packet loss. It adds 1 byte of header to each snapshot, but enables us to measure Netcode-caused causes of PL (i.e. out of order snapshots being discarded, and discarding a snapshot if another arrives on the same frame). Access statistics via a new struct on the client's NetworkSnapshotAck.
  • RpcCollection.GetRpcHeaderLength and NetworkStreamDriver.GetMaximumHeaderSize to allow users to determine max safe payload sizes.

Fixed

  • Esoteric exception in MultiplayerPlaymodeWindow in server-only cases.
  • Interpolated ghosts now support IInputComponentData and AutoCommandTarget.
  • Improved UpdateGhostOwnerIsLocal to make it reactive to GhostOwner changes, thus it no longer needs to poll.
  • NetDbg ArgumentException when a predicted ghost contains a replicated enableable flag component.
  • Display-only issue where the variants for additional entities (created via baking) were calculated as if they were 'root' entities. They are - in fact - child entities, thus the variants automatically selected for them should default to child defaults.
  • QoL issue; we now allow users to opt-out of auto-baking GhostAuthoringInspectionComponents when selecting their GameObject, reducing stalls when clicking around the Hierarchy or Project.
  • QoL issue where GhostAuthoringInspectionComponent was not always modifiable in areas of the Editor where it is valid to modify them.
  • Issue where GhostAuthoringComponent was disallowed in nested prefab setups (where the root prefab is NOT a ghost).
  • Log verbiage when creating a driver in DefaultDriverConstructor read like a 'call to action'. It's not.