- new NetworkDiscovery component to allow Unity games on a local network to find each other
- support for client-side authority of non-player objects with NetworkServer.SpawnWithClientAuthority()
- support for network [Command]s from non-player objects with local authority
- server side validation of client movement when using NetworkTransform
- new TransportRecieve and TransportSend virtual functions on NetworkConnection to allow pre/post processing of data send to and received from the transport layer
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How do the changes in 5.2 change the current workflow of what objects you have to attach networking scripts to?
It seems that I’m only able to get RPC calls to fire if the script that handles them is on my “player” object that the Network Manager spawns - is that actually the case?