You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/CHANGELOG.md
+7-17Lines changed: 7 additions & 17 deletions
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -11,23 +11,6 @@ Additional documentation and release notes are available at [Multiplayer Documen
11
11
### Added
12
12
13
13
- Added `AsNativeArray()` read‑only accessor to `NetworkList<T>` (#3567)
14
-
15
-
### Fixed
16
-
17
-
- Fixed an issue where `UnityTransport` would not accept single words as valid hostnames (notably "localhost"). (#3591)
18
-
- Fixed issue where viewing a `NetworkBehaviour` with one or more `NetworkVariable` fields could throw an exception if running a distributed authority network topology with a local (DAHost) host and viewed on the host when the host is not the authority of the associated `NetworkObject`. (#3578)
19
-
- Fixed issue when using a distributed authority network topology and viewing a `NetworkBehaviour` with one or more `NetworkVariable` fields in the inspector view would not show editable fields. (#3578)
20
-
- Fixed issue with unnecessary internal GC Allocations when using the `IReadOnlyList``NetworkManager.ConnectedClientsIds` within a `foreach` statement by either replacing with a `for` loop or directly referencing the `NetworkConnectionManager.ConnectedClientIds`. (#3527)
21
-
22
-
### Changed
23
-
24
-
- Marked `UnityTransport.ConnectionAddressData.ServerEndPoint` as obsolete. It can't work when using hostnames as the server address, and its functionality can easily be replicated using `NetworkEndpoint.Parse`. (#3591)
25
-
- Optimized `NetworkList<T>` indexer setter to skip operations when the new value equals the existing value, improving performance by avoiding unnecessary list events and network synchronization. (#3587)
26
-
27
-
## [2.5.0] - 2025-08-01
28
-
29
-
### Added
30
-
31
14
- Added serializer for `Pose` (#3546)
32
15
- Added `AttachableBehaviour` helper component to provide an alternate approach to parenting items without using the `NetworkObject` parenting. (#3518)
33
16
- Added `AttachableNode` helper component that is used by `AttachableBehaviour` as the target node for parenting. (#3518)
@@ -45,9 +28,16 @@ Additional documentation and release notes are available at [Multiplayer Documen
45
28
- Fixed ensuring OnValueChanged callback is still triggered on the authority when a collection changes and then reverts to the previous value in the same frame. (#3539)
46
29
- Fixed synchronizing the destroyGameObject parameter to clients for InScenePlaced network objects. (#3514)
47
30
- Fixed distributed authority related issue where enabling the `NetworkObject.DestroyWithScene` would cause errors when a destroying non-authority instances due to loading (single mode) or unloading scene events. (#3500)
31
+
- Fixed an issue where `UnityTransport` would not accept single words as valid hostnames (notably "localhost"). (#3591)
32
+
- Fixed issue where viewing a `NetworkBehaviour` with one or more `NetworkVariable` fields could throw an exception if running a distributed authority network topology with a local (DAHost) host and viewed on the host when the host is not the authority of the associated `NetworkObject`. (#3578)
33
+
- Fixed issue when using a distributed authority network topology and viewing a `NetworkBehaviour` with one or more `NetworkVariable` fields in the inspector view would not show editable fields. (#3578)
34
+
- Fixed issue with unnecessary internal GC Allocations when using the `IReadOnlyList``NetworkManager.ConnectedClientsIds` within a `foreach` statement by either replacing with a `for` loop or directly referencing the `NetworkConnectionManager.ConnectedClientIds`. (#3527)
48
35
49
36
### Changed
50
37
38
+
- Marked `UnityTransport.ConnectionAddressData.ServerEndPoint` as obsolete. It can't work when using hostnames as the server address, and its functionality can easily be replicated using `NetworkEndpoint.Parse`. (#3591)
39
+
- Optimized `NetworkList<T>` indexer setter to skip operations when the new value equals the existing value, improving performance by avoiding unnecessary list events and network synchronization. (#3587)
0 commit comments