This document is about: FUSION 2
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要求

  • Unity 2021.3.18 或更新版本,2022.3.x,或 2023.x.
  • 資產序列化 必須 設定為文字(Project Settings > Editor > Asset Serialization, Mode = Force Text)。

版本資訊

2.0.0

如需針對更改的更深度的概述,請查看:來自Fusion 1.0

突破性更改

  • 已重新命名的可定址定義來自FUSION_USE_ADDRESSABLES -> FUSION_ENABLE_ADDRESSABLES
  • NetworkRunner.Spawn方法家族現在使用NetworkSpawnFlags參數而非布林值旗標
  • PlayerRef / SceneRef不再直接地投射到/自整數
  • INetworkkObjectPool現在是INetworkObjectProvdier,以及取得與釋放功能的已更改參數
  • NetworkRunner.AddSimulationBehaviour現在是內部
  • 針對SimulationBehaviours移除能力,以存在於已連網物件上,現在在NetworkObjects上只使用NetworkBehaviours
  • (int)PlayerRef -> PlayerRef.PlayerIdPlayerRef.IsValid -> PlayerRef.IsRealPlayer
  • (int)SceneRef -> SceneRef.FromIndex
  • NetworkObject.Guid -> NetworkObject.NetworkTypeId
  • Runner.Simulation.X API現在在Runner.X
  • INetworkSceneManager介面API已更改。Runner.SetActiveScene -> Runner.LoadScene

新的功能

  • ChangeDector允許針對Render中的NetworkPropertiesFUN或按照自訂間隔來偵測更改。
  • PropertyReadersTryGetSnapshotBuffers,以允許自訂內插補點及先前的已連網屬性狀態。
  • NetworkBehaviourBufferInterpolator針對簡化的內插補點,針對內建類型及自訂已登錄類型。
  • 針對2D物理的延遲補償支援。
  • 伺服器/客戶端模擬/發送/率現在可以在主機端/伺服器模式中被個別調整。針對共享模式固定為20。
  • StartGameArgs.UseDefaultPhotonCloudPorts
  • 網路場景管理器現在支援載入可定址場景。
  • 網路場景管理器現在支援場景的加總載入。
  • 在網路物件運行階段偵錯資訊上已新增最後接收的刷新
  • NetworkSceneManagerDefault.GetMultiplePeerTargetScene - 能夠在MP模式下覆寫選擇根場景物件的邏輯
  • NetworkProjectConfig.EnqueueIncompleteSynchronousSpawns - 如果啟用,同步的未完成生成(可定址等等)將放入佇列,而不是擲出一個例外情況
  • NetworkObjectAcquireResult.Ignore - 如果物件提供者傳回這個,Fusion將不再嘗試針對一個狀態物件來取得一個執行個體
  • SceneRef.FromPath - 基於一個雜湊或一個路徑來建立一個場景參照。可以輕易建立可定址場景的SceneRefs
  • NetworkPrefabId建構函式已移除,取而代之使用FromIndexFromRaw
  • AOI INetworkRunnerCallbacks針對物件進入或離開AOI的時候。OnObjectEnterAOIOnObjectExitAOI

更改

  • 共享模式刷新現在在客戶端之間貼齊。
  • NetworkPhysics現在透過一個單獨的附件元件來提供,其作為Fusion套件的一部分。
  • 在網路物件設置中的命中盒緩衝大小,現在以毫秒計算,而非以刷新計算。
  • NetworkSceneManagerDefault 與可定址1.19.x協同工作,但將嘗試用本機物理模式載入可定址場景
  • 模擬行為現在可在運行器的下層找到。忽略已停用行為
  • I網路運行器回調可在運行器的下層找到
  • 在相關的指令碼的執行順序變更時重新整理NetworkProjectConfig中的行為中繼
  • 共享模式中的RPC不再被視為總是用TickAligned=false宣告
  • 現在在MonoBehaviour.Update之後立即叫用Render(以前:在MonoBehaviour.LateUpdate之前)
  • 現在已停用也不再使用RpcAttribute.InvokeResim
  • 更新Photon Realtime SDK到v4.1.6.23
  • NetworkSceneManagerDefault:如果在MP模式下沒有載入任何場景,則將建立一個非活躍中的未確定根,來作為任何新物件的主機端。當載入了一個「真實」場景之後,就會從未確定根來驅逐物件
  • 加入遊戲階段大廳來包含useDefaultCloudPorts引數
  • InitializeNetworkObjectAssignRunner不必要地使NB被擁有兩次
  • 完全移除預測性生成
  • 叫用回調時,SimulationBehaviours不再是Unity-空值,而且已勾選isActiveAndEnabled。取而代之地使用在啟用時/停用時/銷毀時中設定的旗標。使用者程式碼不需要任何修補,任何旗標設定是由編織程式來處理
  • NetworkConditions欄位被隱藏,除非啟用它
  • 查找內嵌協助,並且指令碼標頭現在由FusionEditorSkin.guiskin驅動
  • 重新命名CastEnumAttributeDisplayAsEnumAttribute;現在它也處理long/ulong欄位
  • DrawIf/WarnIfAttributes可以指向方法/屬性,只要它們位於頂層
  • INetworkSceneManager.OnSceneInfoChanged現在總是在IBeforeTick之前被叫用
  • NetworkSceneManagerDefault報告自己忙碌,直到第一個OnSceneInfoChanged到達
  • 如果沒有為運行器載入場景,NetworkSceneManagerDefault將在多重同儕節點模式中將已生成物件移動到在載入時不銷毀。也將發出解釋發生的事情的警示
  • 針對無法立即傳回一個執行個體的同步取得,NetworkObjectProviderDefault不再失敗
  • 簡化的NetworkSceneMangerDefault - 總是使用動態可定址場景清單(在一個給定標籤下找到場景)

已移除

  • NetworkTransform移除InterpolationTarget。附有NetworkTransform的物件現在直接被內插補點。
  • 移除[Accuracy][AccuracyRange]範圍屬性。不再支援準確度
  • RpcInvokeInfo移除PlayerRefSet。因為玩家參照不再是一個線性索引,固定大小的集合不再可能。
  • 移除[OrderBefore][OrderAfter],取而代之使用Unity執行順序。
  • 移除已預測生成及生成鍵。不再支援已預測生成。
  • 移除差量快照狀態轉移模式。

故障修正

  • 已修正:如果a及b相等,角度線性插值方法現在傳回正確的值
  • 已修正:拖放到在自訂Photon行為中被破壞的集合之中
  • 已修正:共享模式:沒有散佈一些由主客戶端初始化的銷毀
  • 已修正:NetworkBehaviour.IdDespawned中傳回default
  • 已修正:在未完全初始化的情況下存取NO屬性時的NullReferenceExceptions
  • 已修正:以多個巢狀子層級來初始化NO時的AssertException
  • 已修正:NetworkRunner.GetRunnerForScene不適用於具有多重場景的單一同儕節點
  • 已修正:運行器可見性沒有考慮非-NB下層元件(比如音訊接聽器)
  • 已修正:編織NetworkBehaviour<T>及子類型
  • 已修正:設定模擬狀態允許您將無狀態授權物件設定為在共享模式中模擬的問題
  • 已修正:在使用RPC叫用資訊時「不辨識傳回RPC叫用資訊的模式」錯誤
  • 已修正:針對已停用NetworkBehaviours叫用Render
  • 已修正:「應用」按鈕在NetworkProjectConfig具有未儲存變更時,進入遊玩模式時不執行任何操作
  • 已修正:沒有指派_masterClient及RuntimeConfig.MasterClient,直到有一個客戶端進行切換
  • 已修正:FusionStats中的檢查器錯誤。
  • 已修正:網路轉換的縮放處理
  • 已修正:使用網路轉換總是在0,0,0處生成遠端物件的問題
  • 已修正:關閉時判斷錯誤,因為物件/行為不在模擬清單中
  • 已修正:在共享模式中不一致地調用INetworkSceneManager.OnSceneInfoChanged
  • 已修正:設定玩家TTL為0以避免重新連線時的延遲
  • 已修正:Simulation.IsStateSource辨識主機端玩家
  • 已修正:NetworkObject.GetRpcSourceAuthorityMask
  • 已修正:NetworkObjectTypeId.Equals
  • 已修正:存取NetworkObject.Id時的StackOverflowException
  • 已修正:無效的使用者類型組件名稱
  • 已修正:關閉已取消生成巢狀物件的運行器時,在關閉之前的判斷
  • 已修正:IL編織程式:在RPC中的FieldAccessException
  • 已修正:針對路徑雜湊的SceneRef.ToString擲出
  • 已修正:Simulation.GetSceneInfo沒有適當地讀取場景資訊
  • 已修正:針對客戶端來重複地調用INetworkSceneManager.OnSceneChanged
  • 已修正:預製件順序取決於區域
  • 已修正:所有以Resources結尾的資料夾都被錯誤地辨識為Resources資料夾,從而使其所包含的一些預製件無法生成
  • 已修正:如果從NetworkBehaviour衍生的抽象類別沒有[Networked]屬性,則會出現「未解決的外部符號」 運行階段錯誤

RC5

Build 824 (Mar 26, 2024)

Bug Fixes

  • Fixed: Shared Mode State not being replicated
  • Fixed: RPCs not receiving objects with global AOI
Build 823 (Mar 25, 2024)

Bug Fixes

  • Fixed: Object does not exist: [Id:X], but is marked as confirmed
Build 822 (Mar 21, 2024)

What's New

  • Hitbox collider position and rotation data for LagCompensatedHit
  • Added new API to control which network behaviours state is replicated to each player
  • Added new input sending mode for high player count / low input size games like first person shooters
  • Fusion Menu Package
  • VisionOS version of nanosockets library
  • StartGameArgs.SessionNameGenerator

Changes

  • Minor improvements when updating Lag compensation hitbox roots
  • Improved lag compensation subtick broadphase
    Hitbox roots now are interpolated correctly even if they are unique to one candidates snapshot
  • Photon Realtime SDK to 4.1.8.1
  • Simulation Behaviours now have Spawned and Despawned called if they inherit the interfaces
  • Renamed settings on TimeSyncConfiguration and updated their descriptions.
  • ExtraSimulationOffset is now RedundantInputs.
  • ExtraInterpolationOffset is now RedundantSnapshots
  • Max payload size for RPC to 512 bytes
  • RPCs are culled if payload size is over RpcAttribute.MaxPayloadSize bytes
  • Improved performance of SendPackets loop
  • Implemented packet throttling to 2 packets/second when the client vanishes
  • Removed lag compensation lazy initialization. Make sure to enable lag comp in the network project config to use it
  • Photon uses AlternativeUdpPorts only when Port is default

Removed

  • Physics Add-on from SDK package

Bug Fixes

  • Fixed: Remove NetworkObject from AoI when destroyed
  • Fixed: Logs in Release Mode
  • Fixed: SinglePlayer PlayerRef to 1
  • Fixed: Changed shared mode send rate to 16
  • Fixed: NRB would immediately revert inspector changes made to the RigidBody.IsKinematic value on the State Authority when no interpolation target was being used. Changes made to isKinematic in the inspector and in Update() should not stick as expected
  • Fixed: InPackets and OutPackets SimulationStats displaying incorrect values on the fusion stats
  • Fixed: NetworkMecanimAnimator was not writing int parameters to the network buffer, now they are
  • Fixed: Typo in RpcLocalInvokeResult.TargetPlayerIsNotLocal (was: RpcLocalInvokeResult.TagetPlayerIsNotLocal)
  • Fixed: Lag Compensation Client hitbox registration window and subtick imprecision
  • Fixed: Property readers for collection of reference types throwing an exception
  • Fixed: LayerMatrixGUI error on latest Unity 2023.2
  • Fixed: Convert ping on game overlay from seconds to milliseconds
  • Fixed: Lag compensation lazy initialization leaving empty spots on the buffer
  • Fixed: Capsule hitbox narrowphase offset problem
  • Fixed: Minor details on the Intro Sample
  • Fixed: IPhotonEncryptor Type Auto Load

RC3

Build 805 (Jan 17, 2024)

What's New

  • Encryption Support
  • Mobile support for the introduction sample
  • int IElementReaderWriter.GetElementHashCode(T element);
  • Added OnChangedRender attribute to receive a callback before Render when a networked property changes

Changes

  • Made Runner.RemoveSimulationBehaviour internal. Use Runner.RemoveGlobal instead
  • Added shared mode support to intro sample
  • [NetworkSerialize] methods no longer need to have a NetworkRunner parameter if a [NetworkDeserialize] method has one
  • Lag compensation capsule settings now matches unity capsule
  • Scheduling is now the default replication feature

Bug Fixes

  • Fixed: NetAddress.CreateFromIpPort should ignore IPv6 Scope ID
  • Fixed: MC change not replicating MasterClient objects correctly
  • Fixed: MasterClient objects not being active on priority list on the new mc
  • Fixed: Avoid attach already valid Scene Network Objects
  • Fixed: Free object from priority list in shared mode clients
  • Fixed: Handle Disconnect while waiting for Join confirmation
  • Fixed: FusionGlobalScriptableObject.GetMethodsWithAttribute not handling ReflectionTypeLoadException errors
  • Fixed: Confirm Join Timeout
  • Fixed: Newly simulated objects blinking positions when reparenting
  • Fixed: Invalid GetElementHashCode generation for NBs
  • Fixed: NetworkDictionary key lookup not being deterministic for System.String, NetworkObject and NetworkBehaviour keys
  • Fixed: "SerializedObject target has been destroyed" error when clicking "Rebuild Prefab Table" in the config editor (Unity 2022.3.11+)

RC

Build 801 (Dec 12, 2023)

Changes

  • NetworkRigidbody XML Docs
  • NetworkProjectConfigImporter refreshes now whenever a new NetworkObject prefab is created, a prefab is moved or deleted
  • NetworkRigidbody EnsurerHasRunnerSimulatePhysics() changed from private to protected
  • _deferredTeleport field in NetworkRigidbody changed from private to protected

Removed

  • Obsolete API

Bug Fixes

  • Fixed: NetworkCharacterController Spawn at 0,0,0
  • Fixed: Issue with full consistency not acting properly when ReplicateTo was being used
  • Fixed: NetworkObjects not being replicated on clients correctly when scheduling only enabled
  • Fixed: Revert & Apply buttons always disabled in NetworkProjectConfig inspector
  • Fixed: Odin: inspector errors for [Networked] properties when using [FoldoutGroups]
    Dev: Imported PhotonUnityEditorCommon@f81d7ff1bfa4ef962bd64e664a3c50a44e922404
  • Fixed: FusionStats NetworkObject stats would always fail to find stat data, now will correctly retry until found
  • Fixed: NetworkRigidbody fixed so State Authority changes in Shared Mode retain Rigidbody velocity on the new State Authority
  • Fixed: Timming issue with master client objects state authority changed detection
  • Fixed: NetworkRigidbody now un-dirties the interpolation target when SetInterpolationTarget(null) is called. This prevents null errors due to setting the target to null at runtime
  • Fixed: Test Suit Platforms
  • Fixed: NullReferenceException thrown by NetworkProjectConfigImporterEditor if initial prefab table import fails
  • Fixed: NetworkRigidbody3D ResetRigidbody() now checks for isKinematic before reseting velocity
  • Fixed: Change detector having incorrect ticks set
  • Fixed: "InvalidOperationException" during connection establishing on server
  • Fixed: Allocations in Timelines.Update
  • Fixed: Allocations in Client.GetInput
  • Fixed: Invalid properties when NetworkRunner is Uninitialized
  • Fixed: NRB handling of unparented Kinematic RBs now always applies pos/rot to Transform rather than Rigidbody
  • Fixed: Fusion.Addon.Physics assembly correctly renamed in NetworkProjectConfig.AssembliesToWeave defaults
  • Fixed: Editor freezing on prefab rename workaround applied to Unity 2022.3 as well
Build 797 (Nov 07, 2023)

What's New

  • UsePreciseRotation option to NRB
  • Expose EncryptionMode via FusionAppSettings

Changes

  • Calls to Load/Unload scene are correctly deferred until the initial info is processed
  • Improved error messages for SerializedPropertyUtilities.FindPropertyOrThrow

Removed

  • IPredictedDespawnBehaviour

Bug Fixes

  • Fixed: NRB was not pushing position and rotation values to the transform when SyncParent was disabled
  • Fixed: "Shutdown" button on NetworkRunner inspector now implemented
  • Fixed: NetworkTransform throwing null ref on disabled child object
  • Fixed: NetworkProjectConfig handles initial import external errors better, without spamming with errors

Nightly

Build 795 (Nov 04, 2023)

What's New

  • Bool session property
  • Ability to use cached best region summary to speed up runner startup

Changes

  • NRB's UsePreciseRotation field made public
  • Made NRB Teleport handling methods virtual
  • Added UsePreciseRotation option to NRB
  • Photon Realtime SDK to 4.1.7.2

Removed

  • StartGameArgs.DisableClientSessionCreation

Bug Fixes

  • Fixed: NRB was not pushing position and rotation values to the transform when SyncParent was disabled. Could produce some janky un-parenting results for any nested NOs that were using that NRB Object as their parent
  • Fixed: NRB CopyToEngine handling of isParented. Was always treating object as parented when SyncParent was enabled
  • Fixed: Added a workaround for Unity 2023.1 crashing when prefab contents are loaded for moved prefabs in asset postprocessor
  • Fixed: Odin - HideArrayElementLabelAttribute handling
Build 785 (Oct 18, 2023)

Bug Fixes

  • Fixed: Network transform parent sync being lost because of interpolation
Build 782 (Oct 12, 2023)

Changes

  • Expose EmptyRoomTtl via AppSettings
  • Replaced usages of transform.SetLocalPositionAndRotation in NRB, as Unity repeatedly added/removed that method from API
Build 780 (Oct 07, 2023)

What's New

  • Restored NetworkProjectConfigUtilities.SaveGlobalConfig

Changes

  • Made NetworkRigidbody CopyToBuffer() and CopyToEngine() methods virtual
Build 779 (Oct 06, 2023)

What's New

  • FUSION2 to Scripting Define Symbols
  • Expose EncryptionMode via FusionAppSettings
  • FusionAppSettings to expose some Realtime Settings

Changes

  • Added NetDisconnectReason to OnDisconnectedFromServer callback

Bug Fixes

  • Fixed: Added Null Check to IBeforeAllTicks on NetworkRigidbody. Was possible for InterpolationTarget to become null since last Render() and throw a null error
  • Fixed: Missing CancellationToken on JoinSessionLobby
Build 777 (Oct 04, 2023)

What's New

  • Error message when reutilizing a NetworkRunner

Bug Fixes

  • Fixed: NPT.Unload not unloading anything
Build 776 (Oct 03, 2023)

Changes

  • Weaver: floats and vectors can now be ref-returned
Build 775 (Sep 30, 2023)

Changes

  • SimulationBehaviourUpdater no longer uses NPC.Global, using a passed instance instead

Bug Fixes

  • Fixed: Removed NRB Physics.autoSimulation usage for Unity 2022.3 and newer
Build 774 (Sep 29, 2023)

What's New

  • NB.IsEditorWritable (internal property)

Changes

  • [Networked] properties backing fields receive [DrawIfAttribute], to make sure they are read only for clients without state authority

Bug Fixes

  • Fixed: UnitySurrogateBaseWrapper not being a standalone script warning
  • Fixed: FailedToCreateInstance error for when less than 64 prefabs are registered
Build 772 (Sep 27, 2023)

Changes

  • Deferred runner Initialized invoke and renamed to OnGameStart
  • If RPC returns RpcInvokeInfo, no error will be logged if target or flags prevent the RPC from being sent
  • TickRate properties fall back to 0 instead of infinity if rates are 0 too
  • StateReplicator throws AssertException in some erroneous scenarios even in Release builds

Bug Fixes

  • Fixed: IndexOutOfRangeException on reimporting NetworkPrefabTable
Build 771 (Sep 26, 2023)

What's New

  • NetworkRigidbody classes added handling for StateAuthorityChanged in Shared Mode
  • NetworkPrefabTable ref tracking
  • Huge improvements to Network Prefabs Inspector

Changes

  • Removed DisabledAutoSyncTransforms field from RunnerSimulatePhysics component. Now will just display and inspector warning if AutoSyncTransforms is enabled in unity Physics settings

Bug Fixes

  • Fixed: FusionBootstrap: trying to spawn clients in Single mode if set to Automatic
  • Fixed: IsNested flag cleared prematurely in some destroy scenarios
  • Fixed: IsNested flags never assigned to a remote nested object
Build 768 (Sep 23, 2023)

Changes

  • Photon Realtime SDK to 4.1.7.0
Build 766 (Sep 21, 2023)

What's New

  • NetworkPrefabTableInspector ("Fusion/Windows/Network Prefabs Inspector")

Changes

  • Quantum and Fusion use common code for loading dynamic assets now. Stage is set for finally being able to track spawned prefab instances
  • SimulationBehaviourUpdater no longer uses global config"
    This reverts commit 3afe58fd7b35c0d790407cf7ccf71a7d1e0e668d
  • SimulationBehaviourUpdater no longer uses global config
  • NetworkPrefabTable.TryAdd accepts invalid guids now; it simply won't map that guid to the prefab id, meaning that it can only be accessed with NetworkPrefabId

Bug Fixes

  • Fixed: Pending prefab import was a legacy thing
Build 764 (Sep 19, 2023)

What's New

  • Lag Compensation Capsule Hitbox
Build 761 (Sep 15, 2023)

Bug Fixes

  • Fixed: NPC parse-related error on importing a package
Build 759 (Sep 13, 2023)

Changes

  • ILogger string parameter changed to object (from string)
  • FusionUnityLogger.LogException will first log the exception type and then spawn a thread to rethrow it (if UNITY_EDITOR is defined). This ensures double clicking on a log entry takes you to the throw location

Bug Fixes

  • Fixed: Spawn position and rotation values pushed to NRB rigidbody in Spawned(), ensuring RB values are immediately correct before first simulation
  • Fixed: NetworkTransform now uses a public getter for the SimulationConfig rather than an internal one. NT implementation can be copied as is as a basis for custom implementations in Unity
Build 758 (Sep 12, 2023)

What's New

  • NetworkRigidbody added missing AOI enabled check. Root NetworkTRSP components no longer required for parenting if AOI is disabled

Changes

  • NetworkTRSP.IsMainTRSP setter is now protected
Build 756 (Sep 08, 2023)

Bug Fixes

  • Fixed: Explicit interest in shared mode
Build 754 (Sep 06, 2023)

What's New

  • NetworkRunner.LoadScene setActiveOnLoad parameter - passing true will active the scene right after loading, before invoking Spawned on contained NOs
  • Added support for disconnect token byte[]. up to 128 bytes
Build 750 (Sep 03, 2023)

What's New

  • MasterClient Runner now identified with [MC] in in Runner Visibility Controls Window
Build 749 (Sep 02, 2023)

Changes

  • Hitbox matrix TRS custom calculation

Bug Fixes

  • Fixed: Stackoverflow when setting HitboxRoot min bounding radius with no hitboxes
  • Fixed: Lag compensation sphere overlap query hitpoint calculation
Build 747 (Aug 25, 2023)

What's New

  • IM to lag compensation to update only interested HitboxRoots
Build 746 (Aug 24, 2023)

What's New

  • NetworkRigidbody in Shared Mode will by default leave Unity physics auto-simulate enabled. Adding RunnerPhysicsSimulate to the NetworkRunner is still possible to explicitly give Fusion physics control

Changes

  • NRB added improved support for NRBs with non-NB parents
Build 745 (Aug 23, 2023)

Bug Fixes

  • Fixed: "Shutdown" button on NetworkRunner inspsctor now implemented
Build 744 (Aug 22, 2023)

Bug Fixes

  • Fixed: FusionBootstrap can now correctly start in Single Peer with the Auto setting (previously created 0 clients)
Build 741 (Aug 18, 2023)

Bug Fixes

  • Fixed: RunnerSimulationPhysics now gets and sets NetworkPhysicsInfo correctly for Shared Mode
Build 738 (Aug 11, 2023)

Changes

  • Added NRB handling for pooling. Despawn() now resets the RB velocities and restores IsKinematic to original value from Spawned(). Added DisableSyncTransforms to RunnerSimulatePhysics classes, to make disabling optional
Build 737 (Aug 10, 2023)

Bug Fixes

  • Fixed: Runner.IsForward being true on BeforeAllTicks when resimulating
  • Fixed: MasterClientObjects not being simulated by the new master client
Build 736 (Aug 09, 2023)

Changes

  • Removed IPredictedDespawnBehaviour

Bug Fixes

  • Fixed: NetworkTransform throwing null ref on disabled child object
    Called manually the awake from spawned if the transform was not yet cached
  • Fixed: Issue where objects without state authority could be despawned
Build 735 (Aug 08, 2023)

What's New

  • NetworkPhysicsInfo internal struct object (id: 4). Not going to exist in shared mode until the plugin is updated
Build 734 (Aug 07, 2023)

Bug Fixes

  • Fixed: Spawned objects ending up on host scene
Build 733 (Aug 05, 2023)

Changes

  • Calls to Load/Unload scene are correctly deferred until the initial info is processed
    Cleaning up before the merge
    wip
    wip
    simplifying initial scene load flow

Bug Fixes

  • Fixed: Occasionally not being able to spawn prefabs using static references
  • Fixed: Destroying object without state attached throwing an exception
  • Fixed: Clients not resetting their scene info snapshot upon connecting
  • Fixed: Addressable scenes discovery blocking Unity, if something goes wrong
  • Fixed: Throwing exception in task-based scene ops
Build 732 (Aug 04, 2023)

Changes

  • RunnerAOIGizmos will render even if the Server runner is set to not visible (multi-peer mode)

Bug Fixes

  • Fixed: Bug with aoi cell calculations
Build 731 (Aug 03, 2023)

Changes

  • MaxPlayers now accepts int values
Build 730 (Aug 02, 2023)

Changes

  • Renamed NetworkRigidbody.MovingTeleport() to just Teleport(), replacing the previous basic Teleport() implementation

Bug Fixes

  • Fixed: Physics not updating when scenes are loaded with local physics mode in single-peer mode
Build 729 (Aug 01, 2023)

What's New

  • Public property NetworkRigidbody3D.Rigidbody and NetworkRigidbody2D.Rigidbody added for consistency with previous Fusion NRB
Build 728 (Jul 29, 2023)

Bug Fixes

  • Fixed: Weaver: Invalid casts for non-serialized dictionaries when UseSerializableDictionary is enabled
  • Fixed: Issue with latest state changes from server not being available when state authority switch happens
  • Fixed: SceneRef obsolete warning
  • Fixed: Removed IPredictedSpawnBehaviour
Build 719 (Jul 11, 2023)

Changes

  • Hitbox colliders and BVH nodes arrays now resize on demand

Bug Fixes

  • Fixed: NetworkRunner.LoadScene ignoring localPhysicsMode parameter
Build 717 (Jul 07, 2023)

Bug Fixes

  • Fixed: RunnerSimulatePhysics3D obsolete warning - updated to use Physics.simulationMode with 2022_3 and newer
Build 716 (Jul 05, 2023)
  • Initial 2.0 release
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