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1 | 1 | # Changelog
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2 |
| -All notable changes to this package will be documented in this file. The format is based on [Keep a Changelog](http://keepachangelog.com/en/1.0.0/) |
| 2 | +This file documents all notable changes to this package. Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com). |
3 | 3 |
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4 |
| -## [0.1.0] - 2020-03-02 |
5 |
| -This is the initial experimental Unity MLAPI Package. |
6 |
| -### Changed |
7 |
| -- Rather than performance / convenience RPCs, we now have one performant 'Standard' RPC type |
8 |
| -- RPCs are now deferred and queued to support upcoming features and improve bandwidth usage |
9 |
| -- A preliminary tick system has been added |
10 |
| -- Network variables are tick-based |
| 4 | +## [0.1.0] - 2021-03-23 |
| 5 | + |
| 6 | +This is the initial experimental Unity MLAPI Package, v0.1.0. |
| 7 | + |
| 8 | +### New Features |
| 9 | + |
| 10 | +- Refactored a new standard for Remote Procedure Call (RPC) in MLAPI which provides increased performance, significantly reduced boilerplate code, and extensibility for future-proofed code. MLAPI RPC includes `ServerRpc` and `ClientRpc` to execute logic on the server and client-side. This provides a single performant unified RPC solution, replacing MLAPI Convenience and Performance RPC (see [here](#removed-features)). |
| 11 | +- Added standarized serialization types, including built-in and custom serialization flows. See [RFC #2](https://github.com/Unity-Technologies/com.unity.multiplayer.rfcs/blob/master/text/0002-serializable-types.md) for details. |
| 12 | +- `INetworkSerializable` interface replaces `IBitWritable`. |
| 13 | +- Added `NetworkSerializer`..., which is the main aggregator that implements serialization code for built-in supported types and holds `NetworkReader` and `NetworkWriter` instances internally. |
| 14 | +- Added a Network Update Loop infrastructure that aids Netcode systems to update (such as RPC queue and transport) outside of the standard `MonoBehaviour` event cycle. See [RFC #8](https://github.com/Unity-Technologies/com.unity.multiplayer.rfcs/blob/master/text/0008-network-update-loop.md) and the following details: |
| 15 | + |
| 16 | + - It uses Unity's [low-level Player Loop API](https://docs.unity3d.com/ScriptReference/LowLevel.PlayerLoop.html) and allows for registering `INetworkUpdateSystem`s with `NetworkUpdate` methods to be executed at specific `NetworkUpdateStage`s, which may also be before or after `MonoBehaviour`-driven game logic execution. |
| 17 | + - You will typically interact with `NetworkUpdateLoop` for registration and `INetworkUpdateSystem` for implementation. |
| 18 | + - `NetworkVariable`s are now tick-based using the `NetworkTickSystem`, tracking time through network interactions and syncs. |
| 19 | + |
| 20 | +- Added message batching to handle consecutive RPC requests sent to the same client. `RpcBatcher` sends batches based on requests from the `RpcQueueProcessing`, by batch size threshold or immediately. |
| 21 | +- [GitHub 494](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/494): Added a constraint to allow one `NetworkObject` per `GameObject`, set through the `DisallowMultipleComponent` attribute. |
| 22 | +- Integrated MLAPI with the Unity Profiler for versions 2020.2 and later: |
| 23 | + |
| 24 | + - Added new profiler modules for MLAPI that report important network data. |
| 25 | + - Attached the profiler to a remote player to view network data over the wire. |
| 26 | + |
| 27 | +- A test project is available for building and experimenting with MLAPI features. This project is available in the MLAPI GitHub [testproject folder](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/tree/release/0.1.0/testproject). |
| 28 | +- Added a [MLAPI Community Contributions](https://github.com/Unity-Technologies/mlapi-community-contributions/tree/master/com.mlapi.contrib.extensions) new GitHub repository to accept extensions from the MLAPI community. Current extensions include moved MLAPI features for lag compensation (useful for Server Authoritative actions) and `TrackedObject`. |
| 29 | + |
| 30 | +### Changes |
| 31 | + |
| 32 | +- [GitHub 520](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/520): MLAPI now uses the Unity Package Manager for installation management. |
| 33 | +- Added functionality and usability to `NetworkVariable`, previously called `NetworkVar`. Updates enhance options and fully replace the need for `SyncedVar`s. |
| 34 | +- [GitHub 507](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/507): Reimplemented `NetworkAnimator`, which synchronizes animation states for networked objects. |
| 35 | +- GitHub [444](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/444) and [455](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/455): Channels are now represented as bytes instead of strings. |
| 36 | + |
| 37 | +For users of previous versions of MLAPI, this release renames APIs due to refactoring. All obsolete marked APIs have been removed as per [GitHub 513](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/513) and [GitHub 514](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/514). |
| 38 | + |
| 39 | +| Previous MLAPI Versions | V 0.1.0 Name | |
| 40 | +| -- | -- | |
| 41 | +| `NetworkingManager` | `NetworkManager` | |
| 42 | +| `NetworkedObject` | `NetworkObject` | |
| 43 | +| `NetworkedBehaviour` | `NetworkBehaviour` | |
| 44 | +| `NetworkedClient` | `NetworkClient` | |
| 45 | +| `NetworkedPrefab` | `NetworkPrefab` | |
| 46 | +| `NetworkedVar` | `NetworkVariable` | |
| 47 | +| `NetworkedTransform` | `NetworkTransform` | |
| 48 | +| `NetworkedAnimator` | `NetworkAnimator` | |
| 49 | +| `NetworkedAnimatorEditor` | `NetworkAnimatorEditor` | |
| 50 | +| `NetworkedNavMeshAgent` | `NetworkNavMeshAgent` | |
| 51 | +| `SpawnManager` | `NetworkSpawnManager` | |
| 52 | +| `BitStream` | `NetworkBuffer` | |
| 53 | +| `BitReader` | `NetworkReader` | |
| 54 | +| `BitWriter` | `NetworkWriter` | |
| 55 | +| `NetEventType` | `NetworkEventType` | |
| 56 | +| `ChannelType` | `NetworkDelivery` | |
| 57 | +| `Channel` | `NetworkChannel` | |
| 58 | +| `Transport` | `NetworkTransport` | |
| 59 | +| `NetworkedDictionary` | `NetworkDictionary` | |
| 60 | +| `NetworkedList` | `NetworkList` | |
| 61 | +| `NetworkedSet` | `NetworkSet` | |
| 62 | +| `MLAPIConstants` | `NetworkConstants` | |
| 63 | +| `UnetTransport` | `UNetTransport` | |
| 64 | + |
| 65 | +### Fixes |
| 66 | + |
| 67 | +- [GitHub 460](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/460): Fixed an issue for RPC where the host-server was not receiving RPCs from the host-client and vice versa without the loopback flag set in `NetworkingManager`. |
| 68 | +- Fixed an issue where data in the Profiler was incorrectly aggregated and drawn, which caused the profiler data to increment indefinitely instead of resetting each frame. |
| 69 | +- Fixed an issue the client soft-synced causing PlayMode client-only scene transition issues, caused when running the client in the editor and the host as a release build. Users may have encountered a soft sync of `NetworkedInstanceId` issues in the `SpawnManager.ClientCollectSoftSyncSceneObjectSweep` method. |
| 70 | +- [GitHub 458](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/458): Fixed serialization issues in `NetworkList` and `NetworkDictionary` when running in Server mode. |
| 71 | +- [GitHub 498](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/498): Fixed numerical precision issues to prevent not a number (NaN) quaternions. |
| 72 | +- [GitHub 438](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/438): Fixed booleans by reaching or writing bytes instead of bits. |
| 73 | +- [GitHub 519](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/519): Fixed an issue where calling `Shutdown()` before making `NetworkManager.Singleton = null` is null on `NetworkManager.OnDestroy()`. |
| 74 | + |
| 75 | +### Removed features |
| 76 | + |
| 77 | +With a new release of MLAPI in Unity, some features have been removed: |
| 78 | + |
| 79 | +* SyncVars have been removed from MLAPI. Use `NetworkVariable`s in place of this functionality. <!-- MTT54 --> |
| 80 | +* [GitHub 527](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/527): Lag compensation systems and `TrackedObject` have moved to the new [MLAPI Community Contributions](https://github.com/Unity-Technologies/mlapi-community-contributions/tree/master/com.mlapi.contrib.extensions) repo. |
| 81 | +* [GitHub 509](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/509): Encryption has been removed from MLAPI. The `Encryption` option in `NetworkConfig` on the `NetworkingManager` is not available in this release. This change will not block game creation or running. A current replacement for this functionality is not available, and may be developed in future releases. See the following changes: |
| 82 | + |
| 83 | + * Removed `SecuritySendFlags` from all APIs. |
| 84 | + * Removed encryption, cryptography, and certificate configurations from APIs including `NetworkManager` and `NetworkConfig`. |
| 85 | + * Removed "hail handshake", including `NetworkManager` implementation and `NetworkConstants` entries. |
| 86 | + * Modified `RpcQueue` and `RpcBatcher` internals to remove encryption and authentication from reading and writing. |
| 87 | + |
| 88 | +* Removed the previous MLAPI Profiler editor window from Unity versions 2020.2 and later. |
| 89 | +* Removed previous MLAPI Convenience and Performance RPC APIs with the new standard RPC API. See [RFC #1](https://github.com/Unity-Technologies/com.unity.multiplayer.rfcs/blob/master/text/0001-std-rpc-api.md) for details. |
| 90 | +* [GitHub 520](https://github.com/Unity-Technologies/com.unity.multiplayer.mlapi/pull/520): Removed the MLAPI Installer. |
| 91 | + |
| 92 | +## Known issues |
| 93 | + |
| 94 | +* `NetworkNavMeshAgent` does not synchronize mesh data, Agent Size, Steering, Obstacle Avoidance, or Path Finding settings. It only synchronizes the destination and velocity, not the path to the destination. |
| 95 | +* For `RPC`, methods with a `ClientRpc` or `ServerRpc` suffix which are not marked with [ServerRpc] or [ClientRpc] will cause a compiler error. |
| 96 | +* For `NetworkAnimator`, Animator Overrides are not supported. Triggers do not work. |
| 97 | +* For `NetworkVariable`, the `NetworkDictionary` `List` and `Set` must use the `reliableSequenced` channel. |
| 98 | +* `NetworkObjects`s are supported but when spawning a prefab with nested child network objects you have to manually call spawn on them |
| 99 | +* `NetworkTransform` have the following issues: |
| 100 | + * Replicated objects may have jitter. |
| 101 | + * The owner is always authoritative about the object's position. |
| 102 | + * Scale is not synchronized. |
| 103 | +* Connection Approval is not called on the host client. |
| 104 | +* For `NamedMessages`, always use `NetworkBuffer` as the underlying stream for sending named and unnamed messages. |
| 105 | +* For `NetworkManager`, connection management is limited. Use `IsServer`, `IsClient`, `IsConnectedClient`, or other code to check if MLAPI connected correctly. |
11 | 106 |
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12 | 107 | ## [0.0.1-preview.1] - 2020-12-20
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13 | 108 | This was an internally-only-used version of the Unity MLAPI Package
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14 |
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