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Merged
merged 92 commits into from
Sep 16, 2021

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SamuelBellomo
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@SamuelBellomo SamuelBellomo commented Aug 17, 2021

Adding buffered interpolation to network transform following this RFC Unity-Technologies/com.unity.multiplayer.rfcs#28
This will smooth out transform updates over jittery networks and help alleviate some packet loss.

Jira: MTT-876

…nsform

* develop:
  test: Perf tests part 3. Adding ExecuteStepInContext for better test readability (#924)
  test: Perf tests part 2. Adding Test Coordinator and base test class (#923)
  fix: (MLAPI.Serialization) 'specified cast is not valid.' on NetworkW… (#951)
  test: Perf tests part 1. Basis for multiprocess tests process orchestration.  (#922)
  feat: network animator Trigger parameter support (#872)
…nsform

* develop:
  feat: snapshot. Adding RTT computation API. (#963)
  feat: snapshot. Milestone 1b. Testproject "manual test" "scene transitioning" working with snapshot. Disabled by default. (#862)
  test: multiprocess tests part 6: fixing issues runnings all tests together (#957)
  docs: Perf tests part 5. Adding documentation and instructions (#952)
  test: Perf tests part 4. Adding example of performance test with spawning x network objects at once (#925)
  test: Correctly teardown OnNetworkSpawn/Despawn tests.
…nsform

* develop:
  feat: pack NetworkTransform into one state variable, prevent sync popping (MTT-818) (#964)
  feat!: Network Time (RFC #14) (#845)
  test: small fix to ManualNetworkVariableTest.cs, exposed during anoth… (#968)

# Conflicts:
#	com.unity.multiplayer.mlapi/Prototyping/NetworkTransform.cs
…nsform

* develop: (32 commits)
  refactor: calling networkShow(NetworkObject) code in networkshow(List<NetworkObject>) (#1028)
  feat: snapshot. MTT-685 MTT-822 (#1021)
  test: adding a multi-instance test checking NetworkShow and NetworkHide on lists of objects (#1036)
  fix: corrected NetworkVariable WriteField/WriteDelta/ReadField/ReadDelta dropping the last byte if unaligned. (#1008)
  chore: run standards check over solution files (#1027)
  chore: replace MLAPI with Netcode in Markdown files (#1025)
  fix!: added plainly-callable Add() method to NetworkSet [MTT-1005] (#1022)
  fix: fixing incorrect merge done as part of commit 85842ee (#1023)
  chore: cleanup/upgrade serialized scenes (#1020)
  chore: replace MLAPI with Netcode in C# source files (#1019)
  test: add network collections, struct and class tests MTT-936 (#1000)
  test: add buildtests to test build pipeline on target platforms (#1018)
  chore: rename MLAPI types to Netcode (#1017)
  chore!: rename asmdefs, change top-level namespaces (#1015)
  Replacing community NetworkManagerHUD with a simpler implementation (#993)
  test: network prefab pools and INetworkPrefabInstanceHandler (#1004)
  fix: do not expose Runtime internals to TestProject.ManualTests asmdef (#1014)
  refactor: snapshot. merge preparation. Removing old acks, removing unused varia… (#1013)
  chore!: per-asmdef namespaces instead of per-folder (#1009)
  feat: snapshot. ground work, preparing depedencies. No impact on code behaviour (#1012)
  ...

# Conflicts:
#	com.unity.multiplayer.mlapi/Prototyping/NetworkTransform.cs
#	com.unity.multiplayer.mlapi/Runtime/Messaging/InternalMessageHandler.cs
…hub.com:Unity-Technologies/com.unity.multiplayer.mlapi into sam/feature/interpolation-for-network-transform

* 'sam/feature/interpolation-for-network-transform' of github.com:Unity-Technologies/com.unity.multiplayer.mlapi:
  updating zoosam with latest changes
…nsform

* develop:
  fix: add `link.xml` to prevent IL2CPP stripping `Unity.PerformanceTesting` (#1172)
  chore: add boilerplate for `ClientNetworkTransform` sample (#1168)
  chore: remove `ClientNetworkVariable` (#1167)
  chore: Disable test while we reevaluate the assumption that INetworkM… (#1163)
  docs: rename Manual.md to Index.md
  Only track one metric for scene sync and do not report scene name (#1159)
  test: create job definitions for mobile build and test (#1152)
  test: make test runner scene ignored by default for BaseMultiInstanceTest (#1154)
  fix: remove left-over reference to SyncTransform (#1155)
  chore: remove unused SyncTransform.cs (#1153)
  chore!: remove NetworkNavMeshAgent (#1150)
  fix: NetworkObject parenting support in scene transitioning (#1148)
  chore!: rename Prototyping asmdef to Components (#1145)
  feat: add bootstrap sample to package (#1140)
  chore: remove `--yamato` param from `standards.py` (#1144)
  fix: MTT-504 connection approval messages and comparing networkconfig (#1138)
  refactor!: remove NetworkChannel and MultiplexTransportAdapter (#1133)

# Conflicts:
#	com.unity.netcode.gameobjects/Components/Interpolator.meta
#	com.unity.netcode.gameobjects/Components/Interpolator/BufferedLinearInterpolator.cs
#	com.unity.netcode.gameobjects/Components/Interpolator/BufferedLinearInterpolator.cs.meta
#	testproject/Assets/Prefabs/PlayerCube.prefab
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@LukeStampfli LukeStampfli left a comment

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Looks good to go from my side 🚀

…nsform

* develop:
  feat: NetworkBehaviour.IsSpawned  (#1190)
  feat: added tip to the network manager inspector that directs to install tools (MTT-1211) (#1182)
  refactor!: remove network dictionary & set, use native container in List, add tests (#1149)
  fix: Fixed remote disconnects not properly cleaning up (#1184)
  test: base changes to PR-1114 (#1165)
  test: verify do not destroy networkobjects on networkmanager shutdown (#1183)
  chore: removal of EnableNetworkVariable in NetworkConfig. It's always True now (#1179)
  fix: Fix DontDestroyWithOwner not returning ownership (#1181)
  test: Giving Android some more room as the connection tests are timing sensitive (#1178)
  fix: unitytransport connectionmode buttons (#1176)
  test: added min frames to multi-instance helper (#1170)
  chore: Add mobile tests to nightly trigger (#1161)
  feat: snapshot spawn pre-requisite (#1166)
  feat: Unity Transport + Relay (#887)
  feat: client scene synchronization mode (#1171)

# Conflicts:
#	testproject/Assets/Scenes/SampleScene.unity
…nsform

* develop:
  feat: Fast buffer reader and fast buffer writer (#1082)

# Conflicts:
#	com.unity.netcode.gameobjects/Tests/Editor/com.unity.netcode.editortests.asmdef
@SamuelBellomo SamuelBellomo enabled auto-merge (squash) September 16, 2021 14:18
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@NoelStephensUnity NoelStephensUnity left a comment

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Look nice Sam!

@SamuelBellomo SamuelBellomo merged commit 5513c90 into develop Sep 16, 2021
@SamuelBellomo SamuelBellomo deleted the sam/feature/interpolation-for-network-transform branch September 16, 2021 18:14
SamuelBellomo added a commit that referenced this pull request Sep 16, 2021
* develop:
  feat: interpolation for network transform (#1060)
  feat: add `NetworkObject` and `NetworkBehaviour` reference types (#1173)

# Conflicts:
#	com.unity.netcode.gameobjects/Components/Interpolator.meta
#	com.unity.netcode.gameobjects/Components/Interpolator/BufferedLinearInterpolator.cs
#	com.unity.netcode.gameobjects/Components/NetworkTransform.cs
#	com.unity.netcode.gameobjects/Tests/Runtime/NetworkTransform/NetworkTransformStateTests.cs
#	testproject/Assets/Prefabs/PlayerCube.prefab
#	testproject/Assets/Scenes/ZooSam.unity
#	testproject/Assets/Scripts/MoveInCircle.cs
mollstam pushed a commit to Keepsake-Games/com.unity.netcode.gameobjects that referenced this pull request Feb 13, 2023
Adding buffered interpolation to network transform following this RFC Unity-Technologies/com.unity.multiplayer.rfcs#28
This will smooth out transform updates over jittery networks and help alleviate some packet loss.

Jira: MTT-876
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5 participants