Netcode for Gameobjects 1.13.0 released

:package: Netcode for GameObjects v1.13.0 is now publicly available! :package:

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 NetworkBehaviour and NetworkVariable length safety checks. (#3415)
  • Fixed issue where during a NetworkObject’s spawn if you instantiated, spawned, and parented another network prefab under the currently spawning NetworkObject the parenting message would not properly defer until the parent NetworkObject was spawned. (#3403)
  • Fixed issue where in-scene placed NetworkObjects could fail to synchronize its transform properly (especially without a NetworkTransform) 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 UnityTransport where the transport would accept sends on invalid connections, leading to a useless memory allocation and confusing error message. (#3383)
  • Fixed issue where NetworkAnimator would log an error if there was no destination transition information. (#3384)
  • Fixed initial NetworkTransform spawn, ensure it uses world space. (#3361)
  • Fixed issue where AnticipatedNetworkVariable previous value returned by AnticipatedNetworkVariable.OnAuthoritativeValueChanged is 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.OnPreShutdown which is called before the NetworkManager cleans up and shuts down. (#3358)
  • Added FastBufferReader(ArraySegment<byte> buffer, Allocator copyAllocator) constructor that uses the ArraySegment.Offset as the FastBufferReader offset and the ArraySegment.Count as the FastBufferReader length. (#3320)
  • Added FastBufferReader(ArraySegment<byte> buffer, Allocator copyAllocator, int length = -1) constructor that uses the ArraySegment.Offset as the FastBufferReader offset. (#3320)
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