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Releases: FirstGearGames/FishNet

4.6.20R

17 Jan 20:25

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  • Fixed NetworkObject.GraphicalObject smoother not working as clientOnly.
  • Fixed replicates from clients not running on server when using Inserted prediction order.
  • Fixed TimeManager simulates calling SyncTransforms on Physics2D rather than Physics2D.Simulate.
  • Added NetworkTickSmoother.FavorPredictionNetworkTransform. As true this disables smoothing when the NetworkObject enables prediction, specifies a NetworkTransform to use, and that NetworkTransform is currently smoothing.
  • Fixed tick smoothers interferring with NetworkTransform when EnableStateForwarding was disabled.
  • Fixed Prediction.Rigidbody demo creating reconcile in OnTick rather than OnPostTick.

4.6.19R

13 Jan 00:22

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  • Fixed rigidbodies never settling on clients often resulting in very subtle shaking and excessive replicate/reconcile sends.
  • Fixed WriteUnsignedPackedWhole ensuring 9 bytes rather than 10, very rarely causing out of bounds exception when writing large numbers.
  • Fixed replayed replicates executing 1 tick early.
  • Improved notes within CharacterControllerPrediction demo script.
  • Improved upgraded internal API for Unity 6.
  • Added NetworkObject.LocalReconcileCorrectionType when using physics prediction; this repairs rigidbody drifting during replays due to non-deterministic physics.

4.6.18R

28 Nov 12:34

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  • Fixed parent NetworkBehaviour finding error during serialization.
  • Fixed NullReferenceException when a NetworkObject was being automatically added during serialization.
  • Fixed TickSmootherController incorrectly calling OnUpdate when OnPreTick was intended, breaking smooting components.

4.6.17R

23 Nov 21:09

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  • Fixed ObjectCache collections not being initialized due to multi-threading support for Unity 6+.

4.6.16R

22 Nov 00:12
0a76285

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  • Fixed Server/ClientAttribute not blocking execution when IsNetworked was set to false (#939).
  • Improved added a variety of ProfilerMarkers (#976).
  • Improved NetworkManager.RunInBackground now only applies when the network is active (#954).
  • Fixed specified prefab folders incorrectly checking for overlapping recrusion (#986).
  • Fixed DefaultPrefabObjects inconsistent asset paths related to culture specific strings (#982).
  • Fixed Collection/Object caches mishandling multithreading; introduced in Unity 6+ (#984).
  • Fixed NetworkObjects initializing excessively at runtime during instantiate and scene loads.
  • Fixed SyncType values not resetting on client when using pooled objects.
  • Fixed despawned nested NetworkObjects serializing incorrectly (#950).
  • Fixed pooled objects sometimes having the incorrect position upon spawning after the first time. (#949).
  • Fixed rollback time calculation for client-only when user-logic incorrectly identified as host.
  • Fixed StatisticsManager and BandwidthDisplay reporting incorrectly.
  • Changed local transports no longer automatically authenticate when an authenticator is present; authenticators should now handle local transports/connections. See HostAuthenticator and PasswordAuthenticator example.
  • Improved renamed several files related to code generation to prevent conflicts with NGO.
  • Improved PasswordAuthenticator example and comments.
  • Improved HostAuthenticator comments and usage.
  • Added QuaternionAutoPack to allow easy Quaterion packing levels for types, such as reconcile rotation data.
  • Added MovePosition/MoveRotation to PredictionRigidbody/2D.
  • Added rotationPacking option to PredictionRigidbody/2D.

4.6.16R Pre-release 1

20 Oct 16:45

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  • Fixed SyncType values not resetting on client when using pooled objects.
  • Fixed despawned nested NetworkObjects serializing incorrectly (#950).
  • Fixed pooled objects sometimes having the incorrect position upon spawning after the first time. (#949).
  • Improved renamed several files related to code generation to prevent conflicts with NGO.
  • Fixed rollback time calculation for client-only when user-logic incorrectly identified as host.
  • Fixed StatisticsManager and BandwidthDisplay reporting incorrectly.

4.6.14R

02 Oct 16:13

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  • Fixed harmless duplicate DefaultPrefabObjects error.
  • Fixed builds not completing due to misplaced using statement.
  • Added NetworkTransform.UseScaledTime.

4.6.13R

29 Sep 13:52

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  • Fixed scenes unloading on host when other clients were still loading the scene.
  • Fixed NetworkTransform incorrectly marking very small movements as sent #930.
  • Fixed NetworkTrafficStatistics NullReferenceException affecting users perhaps with invalid Library caches #963.
  • Fixed predicted spawning Ids being added twice for clientHost #933.
  • Fixed IsKinematic not being applied from RigidbodyState/2D #960
  • Fixed codegen failing prediction method generation related to assembly definitions #962.
  • Fixed space introduced within links in commented code #964.
  • Added PredictionManager.ReduceReconcilesWithFramerate.
  • Added PredictoinManager.MinimumClientReconcileFramerate.
  • Added detection for duplicate DefaultPrefabObject collections.
  • Added implicit operator for NetworkBahviour to NetworkObjet #967.

4.6.12R

19 Jul 12:59

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  • Fixed another NullReferenceException when NetworkTrafficStatics were enabled.
  • Added NetworkTransform.SetInterpolation.
  • Added NetworkTransform.SetExtrapolation.

4.6.11

17 Jul 00:27

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  • Fixed builds not completing while parrelsync was imported.
  • Fixed BandwidthDisplay NullReferenceExceptions.