OnServerStarted
and OnServerStopped
events that will trigger only on the server (or host player) to notify that the server just started or is no longer active (#2420)OnClientStarted
and OnClientStopped
events that will trigger only on the client (or host player) to notify that the client just started or is no longer active (#2420)NetworkTransform.UseHalfFloatPrecision
property that, when enabled, will use half float values for position, rotation, and scale. This yields a 50% bandwidth savings a the cost of precision. (#2388)NetworkTransform.UseQuaternionSynchronization
property that, when enabled, will synchronize the entire quaternion. (#2388)NetworkTransform.UseQuaternionCompression
property that, when enabled, will use a smallest three implementation reducing a full quaternion synchronization update to the size of an unsigned integer. (#2388)NetworkTransform.SlerpPosition
property that, when enabled along with interpolation being enabled, will interpolate using Vector3.Slerp
. (#2388)BufferedLinearInterpolatorVector3
that replaces the float version, is now used by NetworkTransform
, and provides the ability to enable or disable Slerp
. (#2388)HalfVector3
used for scale when half float precision is enabled. (#2388)HalfVector4
used for rotation when half float precision and quaternion synchronization is enabled. (#2388)HalfVector3DeltaPosition
used for position when half float precision is enabled. This handles loss in position precision by updating only the delta position as opposed to the full position. (#2388)NetworkTransform.GetSpaceRelativePosition
and NetworkTransform.GetSpaceRelativeRotation
helper methods to return the proper values depending upon whether local or world space. (#2388)NetworkTransform.OnAuthorityPushTransformState
virtual method that is invoked just prior to sending the NetworkTransformState
to non-authoritative instances. This provides users with the ability to obtain more precise delta values for prediction related calculations. (#2388)NetworkTransform.OnNetworkTransformStateUpdated
virtual method that is invoked just after the authoritative NetworkTransformState
is applied. This provides users with the ability to obtain more precise delta values for prediction related calculations. (#2388)NetworkTransform.OnInitialize
virtual method that is invoked after the NetworkTransform
has been initialized or re-initialized when ownership changes. This provides for a way to make adjustments when NetworkTransform
is initialized (i.e. resetting client prediction etc) (#2388)NetworkObject.SynchronizeTransform
property (default is true) that provides users with another way to help with bandwidth optimizations where, when set to false, the NetworkObject
's associated transform will not be included when spawning and/or synchronizing late joining players. (#2388)NetworkSceneManager.ActiveSceneSynchronizationEnabled
property, disabled by default, that enables client synchronization of server-side active scene changes. (#2383)NetworkObject.ActiveSceneSynchronization
, disabled by default, that will automatically migrate a NetworkObject
to a newly assigned active scene. (#2383)NetworkObject.SceneMigrationSynchronization
, enabled by default, that will synchronize client(s) when a NetworkObject
is migrated into a new scene on the server side via SceneManager.MoveGameObjectToScene
. (#2383)CheckObjectVisibility
delegate is checked and applied, upon NetworkShow
attempt. Found while supporting (#2454), although this is not a fix for this (already fixed) issue. (#2463)NetworkTransform
authority handles delta checks on each new network tick and no longer consumes processing cycles checking for deltas for all frames in-between ticks. (#2388)NetworkTransformState
structure is now public and now has public methods that provide access to key properties of the NetworkTransformState
structure. (#2388)NetworkTransform
interpolation adjusts its interpolation "ticks ago" to be 2 ticks latent if it is owner authoritative and the instance is not the server or 1 tick latent if the instance is the server and/or is server authoritative. (#2388)NetworkSceneManager
to migrate dynamically spawned NetworkObject
s with DestroyWithScene
set to false into the active scene if their current scene is unloaded. (#2383)NetworkSceneManager.ClientSynchronizationMode
during the initial client synchronization. (#2383)NetworkAnimator
was building client RPC parameters to exclude the host from sending itself messages but was not including it in the ClientRpc parameters. (#2492)NetworkAnimator
was not properly detecting and synchronizing cross fade initiated transitions. (#2481)NetworkAnimator
was not properly synchronizing animation state updates. (#2481)NetworkVariable
s in derived NetworkBehaviour
s (#2423)Animator
properties to AnimationCurve
s would cause NetworkAnimator
to attempt to update those changes. (#2416)NetworkAnimator
would not check if its associated Animator
was valid during serialization and would spam exceptions in the editor console. (#2416)NetworkTransform
. Now using half precision or full quaternion synchronization will always update all axis. (#2388)NetworkTransform
was not setting the teleport flag when the NetworkTransform.InLocalSpace
value changed. This issue only impacted NetworkTransform
when interpolation was enabled. (#2388)NetworkSceneManager.ClientSynchronizationMode
is LoadSceneMode.Additive
and the server changes the currently active scene prior to a client connecting then upon a client connecting and being synchronized the NetworkSceneManager would clear its internal ScenePlacedObjects list that could already be populated. (#2383)NetworkSceneManager.ClientSynchronizationMode
was set to LoadSceneMode.Additive
. (#2383)You can’t perform that action at this time.
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