# Change Log **Mirror is published to the [Asset Store](https://assetstore.unity.com/packages/tools/network/mirror-129321) at the start of every month, unless some critical issue causes a delay.** Mirror uses semantic versioning, and the versions shown here are those that were published to the Asset Store, and occasionally major version bumps happen mid-month between store submissions and are therefore not individually shown here. ## Version 26.x.x -- In Progress - Added: [KCP Transport](../Transports/KCPTransport.md) - Added: [Libuv2k Transport](../Transports/Libuv2k.md) - Added: Quaternion and float compression - Added: Option to configure handshakeMaxSize in SimpleWebTransport - Added: ServerTeleport to Experimental NetworkTransform - Added: Accept and Reject methods to Authenticator base class for ease of use - Fixed: Weaver failure on Authenticators and assemblies with only messages and no behaviors - Fixed: Examples no longer rely on sequential connectionId - Fixed: Eliminated errors when first importing due to preprocessor defines in transports - Fixed: Scene ID logging is now consistantly in hex format - Fixed: sceneId when using BuildPipeline.BuildPlayer with incorrect case in path - Fixed: Trigger not applied correctly for host in NetworkAnimator - Fixed: Ensure ReadHelper.Read reads exactly number of bytes in SimpleWebTransport - Changed: Minimum Unity version is now 2018.4.28 LTS - Changed: Script Templates are now avalable as a separate package [here](ScriptTemplates.md) - Changed: **Breaking** NetworkIdentity.ClientAuthorityCallback is an event now - Changed: **Breaking** Removed older obsolete methods and tests - Changed: **Breaking** Transports no longer support sending to a List of connectionIds ## Version 23.0.3 -- 2020-Oct-24 - Added: Support null when serializing classes - Added: Support recursive data types - Added: Support jagged arrays - Added: New generic Read and Write methods for typed used by mirror and user callbacks - Added: NetworkAnimator now syncs animator.speed - Added: NetworkTransform Server Teleport function - Added: New websockets transport: [SimpleWebTransport](https://github.com/MirrorNetworking/SimpleWebTransport) - Fixed: ClientScene.localplayer is now set to null when it is destroyed - Fixed: Fixing IndexChanged hook not being called for NetworkRoomPlayer - Fixed: Fixing NullReferenceException when loading scene - Fixed: Fixing NetworkConnectionToClient for IL2CPP - Fixed: NullReferenceException in tanks example when running in headless server only - Changed: **Breaking** Use SyncLists/SyncSet/SyncDictionary directly, eg `SyncList`, see [Pull Request 2307](https://github.com/vis2k/Mirror/pull/2307) - Changed: **Breaking** Renamed `IMessageBase` to `NetworkMessage`, see [Pull Request 2317](https://github.com/vis2k/Mirror/pull/2317) - Changed: OnSerialize now includes the component index as byte before serializing each component. Better CPU performance at the cost of bandwidth - Changed: Can now have 256 NetworkBehaviours per NetworkIdentity - Removed: **Breaking** SyncEvents, see [Pull Request 2178](https://github.com/vis2k/Mirror/pull/2178) - Removed: **Breaking** Removing manual invoke for Cmd and RPC, see [Pull Request 2223](https://github.com/vis2k/Mirror/pull/2223) - Removed: **Breaking** Removed Serialize/Deserialize in messages, see [Pull Request 2317](https://github.com/vis2k/Mirror/pull/2317) - Removed: **Breaking** Removing auto initialize for SyncLists/SyncSet/SyncDictionary, see [Pull Request 2330](https://github.com/vis2k/Mirror/pull/2330) - Removed: **Breaking** Replacing [Ninja.WebSockets](https://github.com/MirrorNetworking/NinjaWebSocketsTransport) with [SimpleWebTransport](https://github.com/MirrorNetworking/SimpleWebTransport) ## Version 17.3.0 -- 2020-Sep-04 - Added: NetworkAnimator now syncs Layer Weight - Added: Lists can now be sent in Command/Rpc/Message/etc - Added: `[Server]`/`[Client]` can now be used outside of NetworkBehaviour - Added: Experimental [NetworkLerpRigidbody](../Components/NetworkLerpRigidbody.md) component that syncs position and velocity and applies them using Lerp. - Fixed: NetworkAnimator now fires triggers immediately on owner - Fixed: `isServer` will now keep its value after calling `NetworkServer.Destroy` - Fixed: `[Client]` error message now correctly logs the name of the method - Fixed: Messages can now be nested within other Message types - Fixed: `[Server]`/`[Client]` now correctly give error when used on abstract method - Fixed: Abstract classes can now implement IMessageBase - Fixed: Weaver now correctly gives error when generating a reader methods for abstract classes - Changed: NetworkServer no longer runs update if there are no connections - Changed: NetworkBehaviour.IsDirty is now a public - Changed: SyncEvent are now Obsolete and will be removed in the next version - Removed: isHeadless is now Obsolete, Use preprocessor directive `#if UNITY_SERVER` instead ## Version 16.9.0 -- 2020-Aug-01 - Added: [NetworkHeadlessLogger](../Components/NetworkHeadlessLogger.md) log handler that sets console color - Added: New Mirror List Server, see [Cloud folder](https://github.com/vis2k/Mirror/tree/master/Assets/Mirror/Cloud) - Added: Experimental [NetworkRigidbody](../Components/NetworkRigidbody.md) component that syncs velocity and other rigidbody settings - Fixed: base method called inside Command/RPC now work if the first base class does not have an override - Fixed: NetworkRoomPlayer now cleans up roomSlots on disable - Fixed: Fallback and Multiplex now disable their transports when they are disabled - Fixed: Websockets transport SocketState now returns false if socket is `undefined` - Fixed: SyncEvents can now have the same name if they are in different classes - Fixed: You can now have multiple SyncEvents per class - Fixed: Message base classes are now processed even if they are declared later in the file - Fixed: Registering a prefab with and same GUID no longer gives an error - Fixed: Weaver now generates Serialize methods for classes that implement IMessageBase - Changed: NetworkProximityChecker now has slightly better performance - Changed: ClientRpc no longer need Rpc prefix - Changed: Commands no longer need Cmd prefix - Changed: TargetRpc no longer need Target prefix - Changed: NetworkManager.networkSceneName is now protected set as it should not be set directly ## Version 16.1.1 -- 2020-Jun-13 - Added: [Command] now has an `ignoreAuthority` option for invoking Commands on objects the client doesn't have authority over, and Command methods can have an optional `NetworkConnectionToClient sender` parameter. - Added: [ClientRpc] now has an `excludeOwner` option to prevent messages from going to the client that owns the object. - Added: Commands and Rpc's can now be declared as virtual and overridden in derived classes. - Added: [NetworkLogSettings](../Components/NetworkLogSettings.md) component and Log Settings Window. - Added: SyncLists now support `AddRange`, `InsertRange`, and `RemoveAll`. - Added: Network Room Manager now has a virtual `OnRoomServerPlayersNotReady` that fires on server from `CheckReadyToBegin`. - Added: Network Room Player template now includes base Network Behaviour overrides. - Added: Network Room Player now has a virtual hook for the index SyncVar, and the override is in the template. - Added: Experimental Network Transform with more control settings and features. - Fixed: Network Room Manager.minPlayers is now protected so it's available for derived classes. - Fixed: Network Room Manager no longer does redundant player prefab registration in `OnStartClient`. - Fixed: Network Room Player `OnClientEnterRoom` now correctly only fires on clients. - Fixed: `RegisterClientMessages` was being incorrectly invoked for every scene change. - Fixed: Network Behaviour `SyncMode` and `SyncInterval` was not showing in the inspector in some cases (regression). - Fixed: Network Manager now cleans up network objects better when server stops. - Fixed: Network Manager no longer tries to change to offline scene redundantly in `StopClient`. - Fixed: Network Connection's `lastMessageTime` wasn't being properly initialized, causing incorrect idle timeout disconnects. - Fixed: Websockets transport now correctly pauses and queues messages during scene changes and should otherwise be more stable with SSL - Changed: **Breaking** Websockets Transport now requires full path to PFX Certificate file. - Changed: Improvements were made to the Tanks example. - Changed: Network Room Player now uses virtual SyncVar hook for ReadyStateChanged. - Changed: Network Proximity Checker now uses direct distance check against player objects instead of Physics.SphereCastNonAlloc for better performance. - Removed: Discord Transport ## Version 13.0.1 -- 2020-May-06 - Added: [Multiple Concurrent Additive Scenes Example](../Examples/MultipleAdditiveScenes/index.md). - Added: [Network Match Checker](../Components/NetworkMatchChecker.md) component. Use this component to create many concurrent isolated matches within a single game server. - Added: [SyncLists](../Guides/Sync/SyncLists.md) now have Find and FindAll functions. - Added: Network Behaviour now has OnStopServer and OnStopClient virtual methods. - Added: Weaver now supports custom Reader & Writer for types in other assemblies. - Added: Network Manager now has an optional setting to check for and disconnect remote connections that have gone silent for a specified interval. - Added: Network Manager now has a ReplaceHandler method to avoid warnings when attempting to double register message handlers. - Added: `NetworkServer.SendToAll` now has an optional bool to only send to ready clients, and a `SendToReady` method that doesn't require a Network Identity. - Fixed: Network Animator no longer double-fires SetTrigger / ResetTrigger on the host client. - Fixed: Network Animator is no longer limited to one component per object. - Fixed: Destroy is no longer invoked twice on the server for the player object. - Fixed: `RegisterClientMessages` is no longer invoked twice on the client. - Fixed: Network Behaviour `SyncMode` and `SyncInterval` was not showing in the inspector in some cases. - Fixed: Telepathy Transport - `LateUpdate` now processes a limited amount of messages per tick to avoid deadlocks. - Changed: Network Behaviour: `OnNetworkDestroy` was renamed to `OnStopClient`. - Changed: **Breaking** RemovePlayerMessage has been removed as a potential security risk. Use `NetworkServer.RemovePlayerForConnection` instead. - Changed: **Breaking** Network Behaviour: `OnRebuildObservers`, `OnCheckObserver`, and `OnSetHostVisibility` were moved to a separate class called `NetworkVisibility`. ## Version 11.4.2 - 2020-Apr-03 - Added: SyncVar hooks can be virtual now, and overriden in a derived class. - Added: Virtual `OnRoomStopServer` added to Network Room Manager and Script Template. - Added: 10K Networked Objects Benchmark Example. - Fixed: Setting breakpoints in an IDE for Command's and Rpc's work correctly now. - Fixed: `NetworkServer.SendToObservers` now reports correct channel to Mirror Profiler. - Fixed: Network Room Manager's `roomPlayerPrefab` is now `protected` so it can be accessed in derived classes. - Fixed: Network Room Player inspector and documentation updated to be less confusing. - Fixed: Network Identity no longer double calls `NetworkServer.Destroy`. - Fixed: Network Animator now correctly excludes parameters controlled by curves. - Fixed: Network Behaviour now uses a property drawer for the SyncVar label so it displays better. - Fixed: `NetworkServer.SendToReady` overloads are no longer ambiguous. - Fixed: Network Room Manager no longer incorrectly destroys the game player object. It's left in the game scene to be cleaned up by Unity when the scene changes. - Fixed: `StopHost` correctly raises `OnServerDisconnect` in Network Manager, and correctly unwinds before shutting down the server. - Fixed: `isServer` is no longer incorrectly false on server in Network Identity's `OnDestroy`. - Changed: Network Manager `offlineScene` and `onlineScene` store full paths now, so use SceneManager.GetActiveScene().path instead. - Changed: Network Manager HUD now calls `StopHost` / `StopServer` / `StopClient` more appropriately. - Changed: Network Manager HUD labels no longer say LAN. Associated docs also cleaned up to eliminate the misconception of Mirror being LAN only solution. - Changed: Network Transform compression removed and message handling is much simpler now. - Changed: Network Scene Checker initializes in Awake again because `OnEnable` proved to be unreliable in some cases. - Changed: Network Manager will no longer lose references to scenes if they aren't in the Build Settings scene list, however moving or renaming scenes may cause references to be lost. - Changed: **Breaking** Many obsolete methods and properties removed. Use [version 10](https://github.com/vis2k/Mirror/releases/tag/v10.4.7) first if upgrading from UNet or older Mirror. See [Deprecations](Deprecations.md) for complete list. ## Version 10.4.7 - 2020-Mar-03 - Added: Weaver will now block play mode and builds if there are weaver errors and show them in the console again. - Added: `PooledNetworkReader` and `PooledNetworkWriter`, both Disposable. - Added: `NetworkReader.ReadMessage`. - Added: Network Discovery now handles headless server mode. - Added: SyncVar, Cmd's and Rpc's now support Scriptable Objects via CreateInstance on the receiving side. - Added: Discord Transport *Removed in v16.1.1* - Fixed: `isClient` now returns true on clients in OnDestroy for networked objects. - Fixed: Host Player race condition for Ready message. - Fixed: Network Animator and Network Transform now correctly check for client authority in their respective Command methods. - Fixed: Network Room Manager Script Template had a virtual method instead of an override. - Fixed: Network Server's calls to NetworkConnectionToClient.Send now includes the channelId parameter that was missing. - Fixed: Network Server's calls to SendToAll, SendToReady, and SendToObservers send to the exact connection if it is detected as local connection, instead of falling back to the .localConnection. - Fixed: Network Server.SpawnObjects returns false if server isn't running. - Fixed: Network Transform rotation detection improved. - Fixed: Weaver generated code now builds properly for IL2CPP (again). - Changed: StartHost in Network Manager is no longer a virtual method (and shoudn't have been). Override OnStartHost instead. - Changed: Network Room Manager's OnRoomServerSceneLoadedForPlayer now includes NetworkConnection parameter. - Changed: Network Scene Checker now works from OnEnable instead of Awake, and uses Scene instead of scene name. - Changed: Renamed NeworkWriter.Write to WriteMessage for consistency. ## Version 9.0.2 - 2020-Feb-04 - Added: Network Animator now has a ResetTrigger function and server / client authority warnings. - Added: Network Transform 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 Discovery](../Components/NetworkDiscovery.md) has been reimplemented including an example and script template -- thanks to all those who contributed! - Added: [Network Scene Checker Component](../Components/NetworkSceneChecker.md). - Added: Mirror Icon for all components. - Added: Inspector Headers to Network Behaviour, Network Transform, and Network Animator. - Added: URI added to supported data types. - Added: `NetworkReaderPool` has been implemented in place of `new NetworkReader` everywhere, significantly reducing garbage allocation. - Fixed: Network Transform and Network Animator now uses NetworkWriterPool. - Fixed: Network Transform and Network Animator now respect `hasAuthority` for client owned objects. - Fixed: Network Transform will now correctly teleport if time / distance are too large. - Fixed: Network Animator now correctly syncs when clientAuthority is false. - Fixed: Client owned objects are now destroyed when client disconnects (regression). - Fixed: Client authority is now preserved for networked objects carried through scene change in DontDestroyOnLoad (DDOL). - Fixed: Starting server immediately after cancelling client connection attempt no longer throws a NRE. - Fixed: IL2CPP builds no longer trigger an assert when stopping server. - Fixed: SyncVars are now set for Host player before hook is invoked. - Fixed: SyncDictionary now correctly updates the value before invoking callbacks. - Fixed: StopHost no longer tries to change to the Offline scene twice. - Fixed: Network Room Manager roomSlots are now correctly managed on both server and clients. - Fixed: Network Room Manager now correctly supports multiple GamePlay scenes and adds a virtual `OnRoomServerAddPlayer`. - Fixed: Additive scene operations no longer incorrectly lead to extraneous AddPlayer messages from clients. - Fixed: `NetworkWriterPool` is now used everywhere instead of `new NetworkWriter` (we missed a couple when the pool was implemented). - Fixed: Patch for Unity 2019.3.x `RequestScriptReload` was moved to EditorUtility from UnityEditorInternal.InternalEditorUtility. - Fixed: Arrays of custom types are now correctly supported. - Changed: Shutdown logic has been streamlined. - Changed: `NetworkIdentity.GetSceneIdenity` method renamed to `GetSceneIdentity` (name typo). - Changed: OnApplicationQuit virtual method added to Transport class and `Transport.activeTransport.Shutdown()` is no longer called from Network Manager. - Changed: **Breaking** SyncVar Hooks now require **two** parameters, one each for the old and new value, and the property value is now set **before** the hook is called. ## Version 6.7.7 - 2020-Jan-01 - Added: [Script Templates](ScriptTemplates.md) -- See the new Mirror section in the Assets > Create menu. - Added: Full Text Search added to docs. - Added: Basic Chat example. - Added: Some youtube videos have been created and linked from various doc pages where appropriate. - Added: Transports can now support using a URI for connection including port. - Added: version.txt file is now included with the release version in it. - Added: Structs that inherit from IMessageBase now generate serializers. - Fixed: Components now appear in docs under API Reference. - Fixed: Delayed disconnect in Basic Authenticator. - Fixed: Multiplexer now handles OnClientConnect and GetMaxMessageSize correctly. - Fixed: Network Room Manager OnRoomServerCreateGamePlayer now includes the Room Player Object as parameter. - Changed: Room example now has Network Room Manager in the Offline scene and correctly switches to the Room scene when server / client is started. - Changed: Network Manager startPositionIndex and loadingSceneAsync are now public. - Changed: SceneMessage now has an optional customHandling flag so devs can handle their own custom scene loading, e.g. using Addressables. - Changed: **Breaking** Network Transform now defaults to server authority and has a Client Authority checkbox. ## Version 6.3.0 - 2019-Dec-09 - Added: SyncMode selector now works for components on any scene objects owned by a client in addition to the player object, e.g. pets. - Added: MessageBase now fully supports inheritance. - Added: Room example now has UI button for host to return all clients to the Room scene and other improvements. - Fixed: ReplacePlayerForConnection now works for existing scene objects as long as another player doesn't own the targetted object. - Fixed: isClient and isServer are now true for networked objects in Start and OnStartClient / OnStartServer, respectively. - Fixed: hasAuthority is now set before OnStartClient and OnStartLocalPlayer are invoked. - Changed: connectionToClient is now used to assign client authority. - Changed: In many respects, the Host player acts a lot more like a client and will reveal bugs better. - Changed: ReplacePlayerForConnection now has an optional bool to retain authority of the previous object (default = false). - Removed: `NetworkServer.SpawnWithClientAuthority` is deprecated in favor of overloads of `NetworkServer.Spawn`. ## Version 5.0.2 - 2019-Nov-03 - Added: SyncList and SyncSet custom Equality Comparer support. - Added: Custom serializers may be implemented for any type in Cmd's and Rpc's. - Added: [Fallback Transport](../Transports/Fallback.md). - Fixed: SyncVar hooks are no longer called in Host if no change. - Fixed: Network Identity no longer throws a null reference exception in RemoveClientAuthority. - Fixed: Server transport now suspended during scene change to prevent erroneous messages. - Fixed: SyncList, SyncDictionary and SyncSet now use a custom IEnumerator to avoid memory allocation. - Fixed: sceneID is no longer reset in certain cases when editing a prefab. - Changed: PreprocessorDefine code moved to CompilerSymbols folder to avoid paradox of missing symbols preventing the symbols being added to the project. - Changed: Host player no longer gets authority assigned to all objects by default. - Changed: Commands no longer bypass serialization for Host player, making debugging easier. - Changed: Local connections now maintain their own message queue. - Changed: Transport.Available is now abstract. - Removed: Network Identity: Local Player Authority has been removed as no longer necessary. ## Version 4.0.7 - 2019-Oct-03 - Added: [Authenticators](../Components/Authenticators/index.md) support to authenticate clients in the Connect phase. - Added: Profiler events. These events can be subscribed to by the [Network Profiler](../Guides/Profiler.md) to provide visual information. - Added: Transports now include channel in profiler events. - Added: Transport abstract class now supports sending a message to a list of connection id's. - Fixed: SceneMessage now has sceneOperation enum so clients can properly handle additive scenes. - Fixed: NetworkClient handlers are now cleared in Shutdown. - Fixed: Offline scene is no longer reloaded when client fails to connect or is rejected. - Fixed: Start Position Index is now reset to zero when server is stopped. - Fixed: Network Room Players are now all in DontDestroyOnLoad so they don't respawn in the game scene. - Fixed: Network Room example player controller restores main camera on disable. - Fixed: Components with different sync intervals were not sending updates to clients. - Fixed: In certain cases, weaver wouldn't weave some external assemblies. - Fixed: Network Animator now does a full sync for new clients. - Fixed: Network Behaviour inspector now shows SyncMode for private SyncVars. - Fixed: Calling Commands and Rpcs of parent classes from inherited classes works as it should. - Fixed: Telepathy no longer hangs when attempting to connect to a nonexistent host. - Fixed: Websockets Transport now properly returns the client endpoint information via `ServerGetClientAddress`. - Fixed: WebGL build now works with ArraySegment. - Changed: Mirror is now free of garbage memory allocation on the sending side. - Some transports may still have a little garbage allocation yet. - Changed: Deprecated the AddPlayerMessage extraMessage byte\[\] in favor of an easier approach to [Custom Players](../Guides/GameObjects/SpawnPlayerCustom.md). - This is a breaking change: The virtual method OnServerAddPlayer loses the AddPlayerMessage parameter. - Changed: `NetworkIdentity.RemoveAuthorityForConnection` is now easier to use: no need to supply the current "owner" anymore. - Changed: Renamed `NetworkConnection.playerController` to `identity` ... see [Deprecations](Deprecations.md) for details. - Changed: Lobby system renamed to Room to better align the name for what it is and make way for a future Lobby framework. ## Version 3.17.4 - 2019-Sep-04 - Added: Custom Network Readers & Writers via extension methods. - Added: Network Sync Mode selector on components to sync to observers (default) or just the owner. - Added: SyncVars now support structs and enums in other assemblies. - Added: Support for reading and writing array segments. - Added: Network Animator now has layers support. - Added: New virtual method OnServerChangeScene to Network Manager. - Added: XML summary comments for intellisense and future generated class docs. - Updated Examples and Documentation. - Fixed: SceneID was not set to 0 for prefab variants. - Fixed: Observers were not properly rebuilt on scene changes. - Fixed: SyncVar hooks were not able to change other SyncVars in Host mode. - Fixed: Telepathy not setting socket options on accepted clients. - Fixed: Catch IL2CPP bug. - Fixed: Telepathy and Websockets now start connections ID's at 1 instead of 2. - Fixed: Websockets support for SSL restored. - Fixed: Network Manager no longer complains about missing player prefab if auto-create is disabled. - Fixed: Removed a garbage allocation in Network Transform. - Fixed: NetworkClient.Ready was being called unncessarily in certain cases, e.g. SceneMessages. - Changed: Documentation moved to website and API generated docs implemented. - Changed: AddPlayerForConnection handler is now internal to keep safety checks intact. - Changed: A bunch of messages converted to value types for performance. ## Version 3.11.6 - 2019-Jul-10 - Fixed: Telepathy IPv4, IPv6, and FQDN should all work now. - Fixed: TelepathyTransport error in UWP builds. - Fixed: OnApplicationQuit is handled better now. - Fixed: Performance and memory allocation improvements. - Changed: Telepathy Source is now included instead of a DLL. ## Version 3.10.10 - 2019-Jun-19 - Added: Scene Message now supports params for SceneMode (Normal / Additive) and PhysicsMode (2D / 3D). - Added: ClientScene.Send now has an optional ChannelId parameter. - Added: ASMDEF to Examples folder. - Added: Support for sending and receiving ArraySegment\ - Added: IReadOnlyList\ in SyncLists. - Fixed: Network Manager not switching to correct scene in some cases. - Fixed: ListServer Ping not found in WebGL. - Fixed: TelepathyTransport.GetMaxPacketSize uses the new configurable max size. - Fixed: Significant reduction in memory allocation and garbage collection. - Changed: Use transform.localPosition and transform.localRotation for better VR support. - Removed: Websockets send queues (they never worked) and SSL (temporarily because it didn't work). ## Version 3.6.7 -- 2019-Apr-28 - Changed: NetworkReader now uses ArraySegment\ to minimize allocations. ## Version 3.6.6 -- 2019-Apr-24 - Fixed: Reverted two internal refactor commits that had unintended consequences. ## Version 3.6.5 -- 2019-Apr-23 - Fixed: Unity 2019.1 compatibility. - Fixed: Erroneous error indicating prefabs were missing Scene ID's. - Fixed: OnDeserializeSafely now works without allocations. - Fixed: Weaver not writing symbol files, preventing breakpoints from working in Visual Studio. - Fixed: Network Identity SceneID generation now uses RNG Crypto Service Provider. - Fixed: Scene lighting in Additive example. - Fixed: Player Prefab transform details now respected when instantiated in the absence of NetworkStartPosition. - Removed: Tests folder from Unity package generation (no end-user value). ## Version 3.5.9 -- 2019-Apr-12 - Fixed: Network Manager round-robin mode using NetworkStartPosition objects now uses hierarchy sibling order. - Fixed: IsLocalPlayer is now reliably accurate in `Start()` by combining OwnerMessage and SpawnPrefabMessage. - Fixed: Stack overflow issues with Weaver and Cecil. - Fixed: Corrected assembly paths passed to weaver. - Fixed: Enum bandwdith reduced in SyncVars, Commands, and Rpcs. - Fixed: Placeholder files added for removed code files so updating works better. - Changed: Network Manager `isHeadless` is a static property now, changed from `IsHeadless()`. ## Version 3.5.3 -- 2019-Apr-10 - Fixed: Exceptions in overrides of Network Manager and other components incorrectly silenced. - Fixed: Lobby system sometimes would not spawn and swap game player prefabs into the game scene. - Fixed: Application.targetFrameRate no longer set in host mode. - Changed: Telepathy: Split MaxMessageSize to allow setting a different value for client and server. ## Version 3.4.9 -- 2019-Apr-6 - Added: Semantic Versioning (which is why we jumped from 1.6 to 3.4.9). - Added: [SyncDictionary](../Guides/Sync/SyncDictionary.md). - Added: [SyncHashSet](../Guides/Sync/SyncHashSet.md). - Added: [SyncSortedSet](../Guides/Sync/SyncSortedSet.md). - Added: SyncList and SyncDictionary support all IList and IDictionary derived types, respectively. - Added: Documentation for [SyncVars](../Guides/Sync/SyncVars.md). - Added: Documentation for [SyncEvents](../Guides/Sync/SyncEvent.md). - Added: NoRotation to Network Transform. - Added: Scale is now included in spawn payload along with position and rotation. - Added: Generic `IMessageBase` to allow struct message types. - Added: Weaver now supports Vector2Int and Vector3Int. - Added: List Server example. - Added: Additive Scenes example. - Fixed: SyncLists now work correctly for primitives and structs. - Fixed: SyncVar Hooks now will update the local property value after the hook is called. - You no longer need to have a line of code in your hook method to manualy update the local property. - Fixed: Host should not call Disconnect on transports. - Fixed: NetworkAnimimator now supports up to 64 animator parameters. - Fixed: Network Manager `StartServer` no longer assumes scene zero is the default scene...uses `GetActiveScene` now. - Fixed: `NetworkServer.Shutdown` now resets `netId` to zero. - Fixed: Observers are now properly rebuilt when client joins and `OnRebuildObservers` / `OnCheckObserver` is overridden. - Fixed: NetworkProximityChecker: On rare occasion, player could be excluded from observers rebuild. - Fixed: NetworkLobbyPlayer `OnClientReady` works now. - Fixed: NetworkLobbyPlayer Remove button not showing for P1 when Server Only. - Fixed: NetworkLobbyManager `pendingPlayers` and `lobbySlots` lists are now public for inheritors. - Fixed: Offline scene switching now works via `StopClient()`. - Fixed: Pong example updated. - Fixed: Source Weaver was deleting PDB files, preventing breakpoints and debugging from working. - Changed: TargetRpc NetworkConnection paramater is now optional...the calling client's NetworkConnection is default. - Changed: Movement example replaced with Tank example. - Changed: NetworkClient functions are all static now, so the singleton is gone. Use NetworkClient directly. - Changed: SyncList now supports structs directly, making SyncListSTRUCT obsolete. - Removed: SyncListSTRUCT - Use SyncList instead. - Removed: NetworkClient.ShutdownAll is obsolete -- Use NetworkClient.Shutdown instead. ## Version 1.6 -- 2019-Mar-14 - Fixed: Websockets transport moved to Mirror.Websocket namespace. - Fixed: Network Animator bandwidth abuse. - Fixed: Network Animator float sync bug. - Fixed: Persistent SceneID's for Networked objects. - Changed: Documentation for [Transports](../Transports/index.md). - Changed: Weaver is now full source...FINALLY! - Changed: ClientScene.AddPlayer 2nd parameter is now `byte[] extraData` instead of `MessageBase extraMessage`. - Please refer to the code sample [here](../Guides/GameObjects/SpawnPlayerCustom.md) to see how to update your code. - Changed: Network Manager -- Headless Auto-Start moved to `Start()` from `Awake()`. - Changed: Removed Message ID's for all messages - See [Network Messages](../Guides/Communications/NetworkMessages.md) 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 Network Manager. - 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: Network Manager no longer assumes it's on Scene(0) in Build Settings. - Fixed: Network Animator 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` (Network Connection 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: Network Transform 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: Network Transform 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).