From 5ffa4f0f2cad155ac5157603fde371a41a6fcba5 Mon Sep 17 00:00:00 2001 From: Chris Langsenkamp Date: Sun, 26 Jan 2020 18:16:08 -0500 Subject: [PATCH] Updated ChangeLog & DataTypes --- doc/General/ChangeLog.md | 1 + doc/Guides/DataTypes.md | 3 ++- 2 files changed, 3 insertions(+), 1 deletion(-) diff --git a/doc/General/ChangeLog.md b/doc/General/ChangeLog.md index cc3707edc..2f7b655f0 100644 --- a/doc/General/ChangeLog.md +++ b/doc/General/ChangeLog.md @@ -5,6 +5,7 @@ - Added: NetworkTransform now has 3 new floats for Sensitivity to quiet down message traffic from micro changes. - Added: Network Observer added to [Script Templates](ScriptTemplates.md) -- See the new Mirror section in the Assets > Create menu. - Added: [Network Scene Checker Component](../Components/NetworkSceneChecker.html) +- Added: URI added to supported data types - Fixed: NetworkTransform and NetworkAnimator now uses NetworkWriterPool - Fixed: NetworkTransform and NetworkAnimator now respect `hasAuthority` for client owned objects - Fixed: NetworkTransform will now correctly teleport if time / distance are too large diff --git a/doc/Guides/DataTypes.md b/doc/Guides/DataTypes.md index 0d486f65b..76bb0278b 100644 --- a/doc/Guides/DataTypes.md +++ b/doc/Guides/DataTypes.md @@ -5,8 +5,9 @@ The client and server can pass data to each other via [Remote methods](Communications/RemoteActions.md), [State Synchronization](Sync/index.md) or via [Network Messages](Communications/NetworkMessages.md) Mirror supports a number of data types you can use with these, including: -- Basic c# types (byte, int, char, uint, float, string, UInt64, etc) +- Basic c# types (byte, int, char, uint, UInt64, float, string, etc) - Built-in Unity math type (Vector3, Quaternion, Rect, Plane, Vector3Int, etc) +- URI - NetworkIdentity - Game object with a NetworkIdentity component attached. - Structures with any of the above (it's recommended to implement IEquatable\ to avoid boxing and to have the struct readonly, cause modifying one of fields doesn't cause a resync)