# Change Log ## Version 1.6 -- In Progress - Fixed: Websockets transport moved to Mirror.Websocket namespace - Fixed: NetworkAnimator bandwidth abuse - Fixed: NetworkAnimator float sync bug - Fixed: Persistent SceneID's for Networked objects - Changed: Documentation for [Transports](../Transports) - Changed: Weaver is now full source...FINALLY! - Changed: ClientScene.AddPlayer 2nd parameter is now `byte[] extraData` instead of `MessageBase extraMessage` - Changed: NetworkManager -- Headless Auto-Start moved to `Start()` from `Awake()` - Changed: Removed Message ID's for all messages - See [Network Messages](../Concepts/Communications/NetworkMessages) for details - Message IDs are now generated automatically based on the message name. - Previously you would call Send(MyMessage.MsgId, message), now you call Send(message) - Removed: Documentation for Groove Transport - use Websockets Transport instead ## Version 1.5 -- 2019-Mar-01 - Added: **Migration Tool** to (mostly) automate conversion from UNet - Added: Full support for WebSockets and WebSocketsSecure to replace UNet LLAPI - Added: Transport Multiplexer - allows the use of multiple concurrent transports - Added: NetworkLobbyManager and NetworkLobbyPlayer with example game - Added: Configurable Server Tickrate in NetworkManager - Added: New virtual OnClientChangeScene fires right before SceneManager.LoadSceneAsync is executed - Added: Unit tests for Weaver - Fixed: Garbage allocations removed from a lot of things (more work to do, we know) - Fixed: NetworkProximityChecker now uses OverlapSphereNonAlloc and OverlapCircleNonAlloc - Fixed: SyncVar hook not firing when clients joined - Fixed: NetworkManager no longer assumes it's on Scene(0) in Build Settings - Fixed: NetworkAnimator no longer lmited to 6 variables - Fixed: TelepathyTransport delivering messages when disabled - Changed: Minimum Unity version: **2018.3.6** - Removed: SceneAttribute.cs (merged to CustomAttributes.cs) - Removed: NetworkClient.allClients (Use NetworkClient.singleton instead) - Removed: NetworkServer.hostId and NetworkConnection.hostId (holdovers from LLAPI) - Removed: NetworkConnection.isConnected (NetworkConnection is always connected) - Removed: Transport.GetConnectionInfo (Use ServerGetClientAddress instead) ## Version 1.4 -- 2019-Feb-01 - Added: HelpURL attirbutes to components - Added: Automatic targetFramerate for headless builds - Added: ByteMessage to Messages class - Fixed: Connectiing state can be cancelled properly - Fixed: NetworkTransformBase interpolation applied to client's own object - Fixed: Objects are spawned with correct rotation - Fixed: SceneId assignment - Fixed: Changed syncInterval wasn't saved...it is now - Fixed: Additive Scene loading - Changed: **Mirror is now full source** -- no more DLL's - Changed: **Transports are now components** -- TCP, UDP, WebGL, Steam - Changed: Transport class now dispatches Unity Events - Changed: NetworkServer.SendToClientOfPlayer uses NetworkIdentity now - Changed: NetworkServer.SendToObservers uses NetworkIdentity parameter now - Changed: NetworkServer.SendToReady uses NetworkIdentity now - Changed: NetworkServer.DestroyPlayerForConnection uses NetworkIdentity.spawned now - Changed: NetworkConnection.Dispose uses NetworkIdentity.spawned now - Changed: NetworkReader.ReadTransform uses NetworkIdentity.spawned now - Changed: NetworkTransform reimplemented -- physics removed, code simplified - Removed: NetworkClient.hostPort (port is handled at Transport level) - Removed: NetworkServer.FindLocalObject (Use NetworkIdentity.spawned\[netId\] instead) - Removed: ClientScene.FindLocalObject (Use NetworkIdentity.spawned\[netId\] instead)