mischa
44338c5551
Prediction: rename DestroyCopies to DestroyGhosts for consistency
2024-01-28 12:29:18 +01:00
Justin Nolan
24c0c9ed3f
Add network mesages to lookup dict in network client replace handler ( #3754 )
2024-01-28 11:09:47 +01:00
Justin Nolan
1c365fc3d5
Add network messages to lookup dict in network server replace handler ( #3753 )
2024-01-28 11:09:35 +01:00
mischa
2c603fd406
PredictedRigidbody: improve logging
2024-01-27 11:47:34 +01:00
mischa
86805e82d2
Edgegap Hosting: updated to latest version for fixes and Websocket support
2024-01-27 10:56:42 +01:00
MrGadget
7a2cae3cfd
NetworkBehaviour: Improved comments
2024-01-26 02:02:53 -05:00
MrGadget
454e453767
chore(CI): RunUnityTests - updated unityVersion
2024-01-25 21:45:43 -05:00
MrGadget
061e49acca
PredictionUtils: Fixed pre-Unity 2020.3 errors
2024-01-25 09:50:46 -05:00
MrGadget
5616f8c5a0
PredictionUtils: Fixed pre-Unity 2022.3 errors
2024-01-25 09:35:02 -05:00
MrGadget
41d12e67c3
perf(Team Interest Mgmt): Complete Overhaul ( #3730 )
...
* WIP
* perf(Team Interest Mgmt) Use Dictionary instead of spawned
This is better than iterating all spawned objects and doing TryGetComponent in Update.
* TeamIntMgmt WIP
* NetworkTeam SerializeField, no SyncVar
* Fixed Tooltip
* Removed SyncVar on forceShown
* Fixed issues per review
* Fixed comments and naming
* Remove ReadOnly
2024-01-25 14:23:13 +01:00
mischa
1e62b2450a
Prediction: add support for predicted objects which are children of parents with non-default scale
2024-01-25 12:22:12 +01:00
mischa
957e5c3283
Prediction: support all Joints
2024-01-25 12:01:19 +01:00
MrGadget
66df601b78
feat(SyncVar): Arrays are supported ( #3750 )
...
* feat(SyncVar): Arrays are supported
* Moved and revised SyncVarsCantBeArray test
- Now named SyncVarsCanBeArray
- thisShouldntWork renamed to thisShouldWork
2024-01-25 11:10:06 +01:00
mischa
9f8c801795
Prediction: collider materials are now copied too
2024-01-24 14:49:37 +01:00
mischa
42dffbe898
Prediction: comments
2024-01-24 14:49:34 +01:00
mischa
8564e88d97
Prediction: MovePhysicsComponents helper function
2024-01-24 14:40:01 +01:00
mischa
ea13dc67f9
Prediction: move GameObject/MonoBehaviour copying code into PredicitonUtils.cs
2024-01-24 14:38:44 +01:00
mischa
84fec3d286
oops
2024-01-24 13:36:14 +01:00
mischa
38129b7696
fix(Prediction): child colliders now have the correct layer too
2024-01-24 13:34:55 +01:00
mischa
3c3c5c56fd
fix(Prediction): when copying child Colliders, copy their relative position/rotation/scale too
2024-01-24 12:48:17 +01:00
mischa
a26d5f0e60
comments
2024-01-24 12:19:39 +01:00
mischa
0e75e3153f
Prediction: now supports colliders on children
2024-01-24 11:40:49 +01:00
mischa
c87c74bce1
fix(Prediction): now supports interest management by moving physics copy's components back onto self before destroying the physics copy
2024-01-23 11:30:07 +01:00
mischa
eb96b6155e
Prediction: MoveAllColliders helper for reuse
2024-01-23 11:26:43 +01:00
mischa
2c65404cf3
Prediction: make Move.* functions static for reuse later
2024-01-23 11:26:43 +01:00
mischa
bf771e283c
fix(Prediction): fix MoveColliders not copying isTrigger
2024-01-23 11:26:43 +01:00
MrGadget
3fa6f194b0
chore(CI): RunUnityTests - updated unityVersions
2024-01-23 04:52:03 -05:00
mischa
b11a13795b
Prediction: catch errors early
2024-01-23 10:26:56 +01:00
mischa
59ec51600a
Prediction: catch errors
2024-01-23 10:26:07 +01:00
mischa
4e8890967d
Prediction: fix wrong null check
2024-01-23 10:21:26 +01:00
mischa
d4f55d8761
Prediction: disable log spam
2024-01-23 10:13:48 +01:00
MrGadget
537bc3faad
fix(MirrorBenchmarkIdle): Spawn Amount Correction
2024-01-22 15:28:26 -05:00
mischa
fe69cebf8b
Update Readme: prediction status
2024-01-22 13:08:30 +01:00
mischa
673500b226
Prediction: physics copy now has the correct layer assigned to fix predicted objects falling through the ground in games which use custom physics collision matrix
2024-01-22 12:49:39 +01:00
MrGadget
3e254f9ef9
breaking(NetworkIdentity): Rename visible to visibility ( #3748 )
...
* breaking(NetworkIdentity): Rename visible to visibility
* Remove TODO comment
2024-01-22 12:25:40 +01:00
MrGadget
50d0008d03
feat(NetworkClient): Add ReplaceHandler with channel param ( #3747 )
...
* breaking(NetworkClient): Remove NetworkConnection parameter from ReplaceHandler
There is only one connection on client.
Aligns with RegisterHandler that takes no NetworkConnection parameter.
* feat(NetworkClient): Add ReplaceHandler with channel param
2024-01-22 10:45:32 +01:00
MrGadget
4c0d979d4d
fix(Room Example): Updated Reward Script
...
- Added Headers
- made `available` private with ReadOnly
2024-01-21 16:18:56 -05:00
JesusLuvsYooh
b69b5ae604
perf(BenchmarkIdle Example): Lowered spawn amount to 10k ( #3745 )
...
50k causes a long delay, and looks like Unity has initially frozen, even on beefy machines.
To prevent users from thinking this, and perhaps force closing, amount is lowered to something still crazy, but more reasonable. :)
- Nothing else has been touched
2024-01-21 10:02:42 -05:00
Justin Nolan
d97739df71
Add missing replace handler override to NetworkServer ( #3744 )
2024-01-21 14:55:37 +01:00
mischa
ac344fd9d1
Prediction: detect renderers in children
2024-01-21 12:28:33 +01:00
MrGadget
258a84c066
feat(NetworkTransform): Default Sync Direction = Client To Server ( #3741 )
...
* feat(NetworkTransform): Default Sync Direction = Client To Server
- This is done in Reset so Network Behaviour isn't effected.
- This will not change NT components already in place on objects / prefabs unless user manually chooses Reset in the inspector.
* Update Assets/Mirror/Components/NetworkTransform/NetworkTransformBase.cs
---------
Co-authored-by: mischa <16416509+miwarnec@users.noreply.github.com>
2024-01-20 10:47:41 +01:00
MrGadget
e10ab75bf5
fix(InterestManagement): Separate ResetState ( #3743 )
...
* fix(InterestManagement): Separate ResetState
We should not have hijacked Unity's callback for runtime resets.
* Updated Template
2024-01-20 10:46:29 +01:00
MrGadget
dd1a457f71
fix(NetworkIdentity): Separate ResetState ( #3742 )
...
* fix(NetworkTransform): Separate ResetState
We should not have hijacked Unity's callback for runtime resets.
* Rename test too
2024-01-20 10:46:13 +01:00
MrGadget
87979aeb38
fix: Updated Network Transform Template
2024-01-19 14:30:05 -05:00
MrGadget
b885db3703
fix(NetworkTransform): Separate ResetState ( #3738 )
...
We should not have hijacked Unity's callback for runtime resets.
2024-01-19 18:23:35 +01:00
MrGadget
ac050a804d
fix(NetworkServerTest): Updated tests ( #3739 )
...
- Expect Errors from PR #3737
2024-01-19 09:39:05 -05:00
MrGadget
e1a1f49d0c
fix: NetworkServer and NetworkClient respect exceptionDisconnect ( #3737 )
...
Throws error for disconnect, warning otherwise.
2024-01-19 11:07:33 +01:00
mischa
1791d29da2
Prediction: force syncInterval=0 for now to reduce risks of projects misconfiguring this
2024-01-15 21:13:20 +01:00
mischa
98061c0f59
Prediction: increase default snap threshold from 0.5 to 2.0 to reduce jitter/fighting at 500ms RTT before objects are coming to rest
2024-01-15 15:46:41 +01:00
mischa
552ea5a6b1
Prediction: snapping now inserts the snapped state into history for more accurate corrections afterward
2024-01-15 10:45:31 +01:00