Netcode for GameObjects v1.13.0 is now publicly available! ![]()
We released another bunch of updates for NGOv1.X line which ports several fixes and additions from NGOv2.X line to make your development life easier if due to your projects specifics you can’t switch to 2.X line.
Using this occasion we would like to encourage you to switch to NGOv2.X version (if it’s possible in your specific case) since that’s where our main development focus is placed and where more features are available for you.
Happy Netcoding!
Fixed
- Fixed memory leaks when domain reload is disabled. (#3428)
- Fixed issues with the
NetworkBehaviourandNetworkVariablelength safety checks. (#3415) - Fixed issue where during a
NetworkObject’s spawn if you instantiated, spawned, and parented another network prefab under the currently spawningNetworkObjectthe parenting message would not properly defer until the parentNetworkObjectwas spawned. (#3403) - Fixed issue where in-scene placed
NetworkObjectscould fail to synchronize its transform properly (especially without aNetworkTransform) if their parenting changes from the default when the scene is loaded and if the same scene remains loaded between network sessions while the parenting is completely different from the original hierarchy. (#3388) - Fixed an issue in
UnityTransportwhere the transport would accept sends on invalid connections, leading to a useless memory allocation and confusing error message. (#3383) - Fixed issue where
NetworkAnimatorwould log an error if there was no destination transition information. (#3384) - Fixed initial
NetworkTransformspawn, ensure it uses world space. (#3361) - Fixed issue where
AnticipatedNetworkVariableprevious value returned byAnticipatedNetworkVariable.OnAuthoritativeValueChangedis updated correctly on the non-authoritative side. (#3322)
Changed
- Changed the scene loading event serialization order for in-scene placed
NetworkObjects to be based on their parent-child hierarchy. (#3388)
Added
- Added
NetworkManager.OnPreShutdownwhich is called before the NetworkManager cleans up and shuts down. (#3358) - Added
FastBufferReader(ArraySegment<byte> buffer, Allocator copyAllocator)constructor that uses theArraySegment.Offsetas theFastBufferReaderoffset and theArraySegment.Countas theFastBufferReaderlength. (#3320) - Added
FastBufferReader(ArraySegment<byte> buffer, Allocator copyAllocator, int length = -1)constructor that uses theArraySegment.Offsetas theFastBufferReaderoffset. (#3320)