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Official Release Announcements

Discussion in 'Netcode for GameObjects' started by luke-unity, May 6, 2021.

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  1. luke-unity

    luke-unity

    Unity Technologies

    Joined:
    Sep 30, 2020
    Posts:
    306
    Hey Everyone

    This thread will be used to announce the releases of our experimental Netcode for GameObjects package formerly known as MLAPI.

    To learn more about Netcode, take a look at our documentation or our welcome thread for the Netcode forum.

    What does pre-release mean?
    We use the “Pre-release” state to describe packages that are almost fully mature.

    Pre-release packages are still being verified to be safe to use with the current version of Unity. These packages are supported by Unity and guaranteed to be fully validated for use in production by the end of the LTS version of the current cycle. For more information about the pre-release state and the lifecycle of packages, see Package states and lifecycle.

    There are a few things to be aware of when using this pre-release package:
    • Expect minor API change that do not break the API, but affects usage
    • Expect no SLA on the timeline to ship patches/fixes to releases, as we are still establishing our test and release cadence
    • Expect this will be moving towards a more stable, production-ready Release
    -----------------------------
    Latest Release: Version 1.0.0-pre

    Release notes are available at:
    https://docs-multiplayer.unity3d.com/releases/multiplayer/1.0.0

    Installation Guide:
    https://docs-multiplayer.unity3d.com/docs/migration/install

    Netcode for GameObjects version 1.0.0-pre is available now!! It is the first pre-release package of our team, and we are proud to give you the ability to play with it. We added lots of features and fixed many issues. We also decided to remove some of the not production-ready parts of our SDK to ensure a solid ground for your next awesome multiplayer game.

    Among the added features, you will find :
    • A Client Network Transform that allows you to control the transform client-side (yes, it is
    • finally interpolated)
    • New and improved scene management (yes, you finally can do additive scenes)
    • A tick system
    • OnNetworkDespawn that matches the OnNetworkSpawn (it was time)
    Head over here for the complete list.
     
    Last edited: Nov 12, 2021
    CreativeChris and Lars-Steenhoff like this.
  2. luke-unity

    luke-unity

    Unity Technologies

    Joined:
    Sep 30, 2020
    Posts:
    306
    Version 0.1.0

    Release notes are available at:
    https://docs-multiplayer.unity3d.com/releases/multiplayer/0-1-0

    Installation Guide:
    https://docs-multiplayer.unity3d.com/docs/0.1.0/migration/install

    With version 0.1.0 of MLAPI, we focused on integrating MLAPI in our ecosystem and introduced changes to improve performance and make the API easier to use and maintain.

    Our next round of releases will focus on adding new and exciting features to MLAPI. You can get an overview of what we have planned on our roadmap. We encourage everyone to actively participate in the roadmap and submit suggestions and feature requests to us.

    Upgrading

    For all existing MLAPI users, we encourage you to upgrade to our new version. We introduced many bug fixes in version 0.1.0 and will be better able to support you if you upgrade. MLAPI is now distributed as a Unity package which means upgrading isn’t straightforward. We have created a guide for upgrading to the new version.

    If you have an existing UNet project or have used UNet previously checkout our UNet upgrade guide to learn about some of the key differences between UNet and MLAPI.
     
    Last edited: Nov 12, 2021
  3. luke-unity

    luke-unity

    Unity Technologies

    Joined:
    Sep 30, 2020
    Posts:
    306
    Version 1.0.0-pre

    Release notes are available at:

    https://docs-multiplayer.unity3d.com/releases/multiplayer/1.0.0

    Installation Guide:
    https://docs-multiplayer.unity3d.com/docs/migration/install

    Netcode for GameObjects version 1.0.0-pre is available now!! It is the first pre-release package of our team, and we are proud to give you the ability to play with it. We added lots of features and fixed many issues. We also decided to remove some of the not production-ready parts of our SDK to ensure a solid ground for your next awesome multiplayer game.

    Among the added features, you will find :
    • A Client Network Transform that allows you to control the transform client-side (yes, it is
    • finally interpolated)
    • New and improved scene management (yes, you finally can do additive scenes)
    • A tick system
    • OnNetworkDespawn that matches the OnNetworkSpawn (it was time)
    Head over here for the complete list.
     
    Last edited: Nov 12, 2021
  4. CreativeChris

    CreativeChris

    Unity Technologies

    Joined:
    Jun 7, 2010
    Posts:
    452
    Netcode for GameObjects 1.0.1 has been released and is available on GitHub and the Unity Package Registry now.

    Highlights:
    • When using UnityTransport, reliable payloads are now allowed to exceed the configured 'Max Payload Size'. Unreliable payloads remain bounded by this setting.
    • Performance improvements for cases with large number of NetworkObjects, by not iterating over all unchanged NetworkObjects.
    • Many fixes.
    You can find the changelog here: https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/releases/tag/1.0.1

    Thanks,
    Chris
     
  5. CreativeChris

    CreativeChris

    Unity Technologies

    Joined:
    Jun 7, 2010
    Posts:
    452
    Netcode for GameObjects 1.0.2 has been released. This is a hotfix containing fixes for NetworkTransform's interpolation and extrapolation logic. More details:

    Fixed
    • Fixed issue where NetworkTransform was not honoring the InLocalSpace property on the authority side during OnNetworkSpawn. (#2170)
    • Fixed issue where NetworkTransform was not ending extrapolation for the previous state causing non-authoritative instances to become out of synch. (#2170)
    • Fixed issue where NetworkTransform was not continuing to interpolate for the remainder of the associated tick period. (#2170)
    • Fixed issue during NetworkTransform.OnNetworkSpawn for non-authoritative instances where it was initializing interpolators with the replicated network state which now only contains the transform deltas that occurred during a network tick and not the entire transform state. (#2170)

    The release is available on GitHub and the Unity Package Registry now. You can find the changelog here: https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/releases/tag/ngo/1.0.2

    Thanks,
    Chris
     
  6. CreativeChris

    CreativeChris

    Unity Technologies

    Joined:
    Jun 7, 2010
    Posts:
    452
    Netcode 1.1.0 is now released! A significant number of improvements were added, as well as changes and fixes. More details:

    Added
    • Added NetworkManager.IsApproved flag that is set to true a client has been approved.(#2261)
    • UnityTransport now provides a way to set the Relay server data directly from the RelayServerData structure (provided by the Unity Transport package) through its SetRelayServerData method. This allows making use of the new APIs in UTP 1.3 that simplifies the integration of the Relay SDK. (#2235)
    • IPv6 is now supported for direct connections when using UnityTransport. (#2232)
    • Added WebSocket support when using UTP 2.0 with UseWebSockets property in the UnityTransport component of the NetworkManager allowing to pick WebSockets for communication. When building for WebGL, this selection happens automatically. (#2201)
    • Added position, rotation, and scale to the ParentSyncMessage which provides users with the ability to specify the final values on the server side when OnNetworkObjectParentChanged is invoked just before the message is created (when the Transform values are applied to the message). (#2146)
    • Added NetworkObject.TryRemoveParent method for convenience purposes as opposed to having to cast null to either GameObject or NetworkObject. (#2146)
    Changed
    • Updated UnityTransport dependency on com.unity.transport to 1.3.0. (#2231)
    • The send queues of UnityTransport are now dynamically-sized. This means that there shouldn't be any need anymore to tweak the 'Max Send Queue Size' value. In fact, this field is now removed from the inspector and will not be serialized anymore. It is still possible to set it manually using the MaxSendQueueSize property, but it is not recommended to do so aside from some specific needs (e.g. limiting the amount of memory used by the send queues in very constrained environments). (#2212)
    • As a consequence of the above change, the UnityTransport.InitialMaxSendQueueSize field is now deprecated. There is no default value anymore since send queues are dynamically-sized. (#2212)
    • The debug simulator in UnityTransport is now non-deterministic. Its random number generator used to be seeded with a constant value, leading to the same pattern of packet drops, delays, and jitter in every run. (#2196)
    • NetworkVariable<> now supports managed INetworkSerializable types, as well as other managed types with serialization/deserialization delegates registered to UserNetworkVariableSerialization<T>.WriteValue and UserNetworkVariableSerialization<T>.ReadValue (#2219)
    • NetworkVariable<> and BufferSerializer<BufferSerializerReader> now deserialize INetworkSerializable types in-place, rather than constructing new ones. (#2219)
    And a fair number of fixes.

    The release is available on GitHub and the Unity Package Registry now. You can find the changelog here:
    https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/releases/tag/ngo/1.1.0

    Thanks,
    Chris
     
    RikuTheFuffs-U and alytvynenko like this.
  7. CreativeChris

    CreativeChris

    Unity Technologies

    Joined:
    Jun 7, 2010
    Posts:
    452
    We are pleased to announce the release of the Multiplayer 1.1.0 Tools package.

    Metrics:
    Improve the warning message for throttling, and increase the threshold for throttling a metric from 100 to 1,000 recorded events per frame

    Misc:
    Fixed compilation warning related to unsupported build targets

    Network Simulator:
    This release adds the Network Simulator to the Multiplayer Tools Package. This tool offers a configurable component to simulate adverse network conditions. Packet delay, jitter, packet loss and loss interval are all parameters that can be configured to simulate different kinds of networks. A set of built-in network scenarios are provided to simulate more complex scenarios. User-defined scenarios are also supported.

    Network Simulator compatible with 2022+ with NGO 1.1 and UTP2.0 only.

    Runtime Net Stats Monitor:
    Graphs and Simple Moving Average counters can now be configured to be sampled per second rather than per-frame Fixed an issue where RNSM line graphs could retain incorrect maximum values in some cases. Please utilise the new dedicated multiplayer-tools channel for further discussions.

    Thanks!
     
    RikuTheFuffs-U and fauteux like this.
  8. CreativeChris

    CreativeChris

    Unity Technologies

    Joined:
    Jun 7, 2010
    Posts:
    452
    Netcode 1.2.0 is now released! A significant number of improvements were added, as well as changes and fixes. More details:

    Added

    • Added protected method NetworkBehaviour.OnSynchronize which is invoked during the initial NetworkObject synchronization process. This provides users the ability to include custom serialization information that will be applied to the NetworkBehaviour prior to the NetworkObject being spawned. (#2298)
    • Added support for different versions of the SDK to talk to each other in circumstances where changes permit it. Starting with this version and into future versions, patch versions should be compatible as long as the minor version is the same. (#2290)
    • Added NetworkObject auto-add helper and Multiplayer Tools install reminder settings to Project Settings. (#2285)
    • Added public string DisconnectReason getter to NetworkManager and string Reason to ConnectionApprovalResponse. Allows connection approval to communicate back a reason. Also added public void DisconnectClient(ulong clientId, string reason) allowing setting a disconnection reason, when explicitly disconnecting a client. (#2280)
    Changed
    • Changed 3rd-party XXHash (32 & 64) implementation with an in-house reimplementation (#2310)
    • When NetworkConfig.EnsureNetworkVariableLengthSafety is disabled NetworkVariable fields do not write the additional ushort size value (which helps to reduce the total synchronization message size), but when enabled it still writes the additional ushort value. (#2298)
    • Optimized bandwidth usage by encoding most integer fields using variable-length encoding. (#2276)
    Fixed
    • Fixed issue where NetworkTransform components nested under a parent with a NetworkObject component (i.e. network prefab) would not have their associated GameObject's transform synchronized. (#2298)
    • Fixed issue where NetworkObjects that failed to instantiate could cause the entire synchronization pipeline to be disrupted/halted for a connecting client. (#2298)
    • Fixed issue where in-scene placed NetworkObjects nested under a GameObject would be added to the orphaned children list causing continual console warning log messages. (#2298)
    • Custom messages are now properly received by the local client when they're sent while running in host mode. (#2296)
    • Fixed issue where the host would receive more than one event completed notification when loading or unloading a scene only when no clients were connected. (#2292)
    • Fixed an issue in UnityTransport where an error would be logged if the 'Use Encryption' flag was enabled with a Relay configuration that used a secure protocol. (#2289)
    • Fixed issue where in-scene placed NetworkObjects were not honoring the AutoObjectParentSync property. (#2281)
    • Fixed the issue where NetworkManager.OnClientConnectedCallback was being invoked before in-scene placed NetworkObjects had been spawned when starting NetworkManager as a host. (#2277)
    • Creating a FastBufferReader with Allocator.None will not result in extra memory being allocated for the buffer (since it's owned externally in that scenario). (#2265)
    Removed
    • Removed the NetworkObject auto-add and Multiplayer Tools install reminder settings from the Menu interface. (#2285)
    The release is available on GitHub and the Unity Package Registry now. You can find the changelog here: https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/releases/tag/ngo/1.2.0

    Thanks!
     
    RikuTheFuffs likes this.
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