Releases
4.5.0
Added IOrderable.
Added lst.AddOrdered().
Added ObserverCondition.AddOrder.
Added Observer conditions can now be checked in a preferred order. This can be useful for prioritizing the fastest checks first.
Fixed NetworkTransform deinitialize capable of corrupting packet (#786 ).
Fixed harmless message, server timed out a client, on a ghost connection (#782 ).
Fixed SyncTimer Start callback not working on clientOnly when object spawned with timer active (#768 ).
Fixed SyncTimer Finished callback not working on clientOnly when timer duration expired on the same tick timer was started (#768 ).
Improved Obsolete message on SyncVars to alleviate confusion.
Fixed beta SyncType collections incorrectly being cleared when clientHost lost visibility (#651 ).
Fixed harmless 'method not supported' error on Multipass (#455 ).
Added beta PredictionManager.CreateLocalStates.
Changed NetworkObject inspector layout.
Added NetworkTransform component configuration now occurs on ownership change as well.
Added PlayerSpawner.SetPlayerPrefab.
Fixed several clientHost destroy race conditions with rapid despawns.
Improved performance on despawning objects with timed observer conditions.
Added Tugboat.SetTimeout.
Fixed server incorrectly sending clientAuth NetworkTransform updates as reliable, resulting in stutter on observers (#787 ).
Added notice when Fish-Networking code stripping is enabled when building.
Fixed Resettable/RingBuffer foreach iteration error when Count is 0.
Fixed NetworkObject.Deinitialize running asServer: false multiple times when using predicted spawning.
Fixed potential for clientHost renderers to stay hidden on an object after removing a pre-existing renderer.
Obsoleted NetworkObject.IsSpawnable.
Added NetworkObject.Get/SetIsSpawnable.
Added TimeManager.GetTickElapsedAsDouble.
Fixed SceneIds sometimes not being set on objects newly added to scenes.
Fixed possible race condition with users accessing SyncTypes from awake before scene objects are initialized.
Obsoleted NetworkObject.IsNetworked.
Added NetworkObject.GetIsNetworked; SetIsNetworked already existed.
Obsoleted NetworkBehaviour.IsNetworked.
Added Networkbehaviour.Get/SetIsNetworked.
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