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Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/CHANGELOG.md
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@@ -15,14 +15,14 @@ Additional documentation and release notes are available at [Multiplayer Documen
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### Fixed
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- Fixed `NullReferenceException` on `NetworkList` when used without a NetworkManager in scene. (#2539)
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- Fixed inconsistencies in the `OnSceneEvent` callback. (#3487)
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- Fixed issue where `NetworkClient` could persist some settings if re-using the same `NetworkManager` instance. (#3494)
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- Fixed issue where a pooled `NetworkObject` was not resetting the internal latest parent property when despawned. (#3494)
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- Fixed issue where the initial client synchronization pre-serialization process was not excluding spawned `NetworkObjects` that already had pending visibility for the client being synchronized. (#3493)
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- Fixed issue where invoking `NetworkObject.NetworkShow` and `NetworkObject.ChangeOwnership` consecutively within the same call stack location could result in an unnecessary change in ownership error message generated on the target client side. (#3493)
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- Fixed issue where `NetworkVariable`s on a `NetworkBehaviour` could fail to synchronize changes if one has `NetworkVariableUpdateTraits` set and is dirty but is not ready to send. (#3465)
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- Fixed issue where when a client changes ownership via RPC the `NetworkBehaviour.OnOwnershipChanged` can result in identical previous and current owner identifiers. (#3434)
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- Fixed `NullReferenceException` on `NetworkList` when used without a NetworkManager in scene. (#2539)
@@ -221,7 +221,7 @@ public override bool IsDirty()
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{
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// If the client does not have write permissions but the internal value is determined to be locally modified and we are applying updates, then we should revert
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// to the original collection value prior to applying updates (primarily for collections).
// If the client does not have write permissions but the internal value is determined to be locally modified and we are applying updates, then we should revert
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// to the original collection value prior to applying updates (primarily for collections).
/// This should be always invoked (client & server) to assure the previous values are set
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/// !! IMPORTANT !!
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/// When a server forwards delta updates to connected clients, it needs to preserve the previous dirty value(s)
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/// until it is done serializing all valid NetworkVariable field deltas (relative to each client). This is invoked
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/// until it is done serializing all valid NetworkVariable field deltas (relative to each client). This is invoked
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/// after it is done forwarding the deltas at the end of the <see cref="NetworkVariableDeltaMessage.Handle(ref NetworkContext)"/> method.
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/// </summary>
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internaloverridevoidPostDeltaRead()
@@ -338,7 +338,7 @@ public override void ReadField(FastBufferReader reader)
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{
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// If the client does not have write permissions but the internal value is determined to be locally modified and we are applying updates, then we should revert
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// to the original collection value prior to applying updates (primarily for collections).
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