Karrar
f6ea3fd0f6
Added Sandbox.GetBehavioursOfType to performantly get all scripts (in the simulation) of a specific type.
2025-07-08 15:43:01 +03:00
Karrar
864f003677
Fixed code gen issue for RPC methods where the only parameter is RpcContext.
2025-07-07 14:44:25 +03:00
Karrar
53ddf149e1
Added support for targeted RPCs and optional RpcContext parameter
...
- Enables sending RPCs to specific players
- Introduces `RpcContext` struct for contextual metadata (e.g., sender info)
2025-07-05 16:39:49 +03:00
Karrar
e19a418de5
Changed Sandbox.GetPlayerFromId to Sandbox.GetPlayerById.
2025-06-30 04:37:17 +03:00
Karrar
1b0d33d8f0
Read the description for detailed changes.
...
- Added `Sandbox.Players`: a synchronized list of `NetworkPlayerId` structs representing connected players.
- Added `Sandbox.Events.OnPlayerJoined` and `Sandbox.Events.OnPlayerLeft` callbacks, synchronized across all clients.
- Changed internal interpolation of quaternions to use `Slerp` instead of `Lerp`.
- Fixed a potential crash caused by undefined behavior when reaching `NetickConfig.MaxPlayers` and destroying network objects.
- Fixed an issue where sandbox-loaded scenes were not being unloaded during shutdown.
- Fixed a bug preventing Prediction Error Correction from functioning correctly.
2025-06-27 05:47:00 +03:00
Karrar
fb0bb8ba67
Improved Prediction Error Correction Smoothing by changing the correction method.
2025-06-14 18:10:08 +03:00
Karrar
0ec3babf0d
Added the sandbox name next to the scene name in the hierarchy UI in the editor.
2025-06-06 15:55:42 +03:00
Karrar
49a8a05b2a
Added Accurate Local Interpolation to Netick Config. By default, Netick uses the predicted (and thus potentially inaccurate) From snapshot for local interpolation even after rollback & resims, which results in basic smoothing over prediction errors. However, enable this if you want to always use the reconciled From snapshot.
2025-05-28 19:38:00 +03:00
Karrar
e13c8efacf
Added Head and Tail properties and GetNode method to NetworkLinkedListSnapshot to make performing a traditional linked list iteration easier.
2025-05-24 14:21:35 +03:00
Karrar
4a8d3b76c9
Improved Remote Interpolation buffering in the client. Now, it should adjust faster when network conditions improve. In addition, added Extra Interpolation Delay to Netick Config, which determines the amount of extra remote interpolation delay/buffering added in the client, regardless of connection quality. This is a value between 0 and 1, where 1 is equivalent to one send tick worth of delay/buffering.
2025-05-18 12:33:51 +03:00
Karrar
d442880219
Added GetPreviousNetworkUnorderedList to OnChangedData.
2025-05-10 08:58:27 +03:00
Karrar
c1e4405850
Fixed an issue when unloading a scene that caused a null reference exception to be thrown in Netick.InterestManagement.ProcessGroup.
2025-04-30 00:22:45 +03:00
Karrar
08c839edf1
Read the description for detailed changes.
...
- Improved memory usage in the client.
- Added methods to simplify saving/loading a snapshot of the world's networked state.
- Fixed an issue with Interpolation Delay calculation.
2025-04-29 21:47:49 +03:00
Karrar
ff8ea12efc
Fixed a slight issue with calculating outgoing bandwidth.
2025-04-03 21:56:28 +03:00
Karrar
bd6d5a22c9
Fixed not being able to set NetworkObject.InterestGroup to null.
2025-03-24 10:57:24 +03:00
Karrar
49a877f25d
Fixed an issue with Sandbox.SimulatedLossOut causing it not to affect Sandbox.OutPacketLoss.
2025-03-24 07:44:48 +03:00
Karrar
8a28181a82
Rewritten the network prefab runtime and editor systems from scratch. Now it should be less error-prone, more capable (ability to choose prefabs location, ability to select prefabs manually, and ability to provide a prefab list at runtime before starting Netick), and more performant (at editor time). In addition, Netick will no longer make any changes on prefabs at editor time, so you shouldn't see any changes on git anymore on prefabs. In addition, misconfigured prefab ids will no longer be a problem, because they are set at runtime instead of editor time.
2025-03-20 01:38:57 +03:00
Karrar
ae40087bef
Added support for custom scene handling, in addition to an addressable scene handler.
2025-03-11 07:05:45 +03:00
Karrar
6d0f3be204
Changed shutdown behaviour to despawn pending destroyed objects when shutting down.
2025-02-28 00:46:53 +03:00
Karrar
a7d3032518
Fixed an issue with calculating LagCompHit.Normal/LagCompHit2D.Normal of a raycast on rotated sphere HitShapes.
2025-02-27 23:07:43 +03:00
Karrar
661cbc1355
Fixed an issue with calculating normal vector of LagCompHit/LagCompHit2D.
2025-02-26 17:53:29 +03:00
Karrar
1a16d85152
Changed NetworkBehaviour.StateSize to be virtual.
2025-02-25 01:13:15 +03:00
Karrar
c89837d8a8
Fixed an issue where the client resets Sandbox.AuthoritativeTick before invoking OnConnectedToServer.
2025-02-22 10:55:31 +03:00
Karrar
4622c857ed
Fixed an issue with NetworkObjectRef.IsValid and NetworkBehaviourRef.IsValid returning true for invalid id (-1).
2025-02-21 09:00:29 +03:00
Karrar
f3b3c047b1
Added HitShape.Raycast. Works the same as Collider.Raycast of Unity, but for HitShapes.
2025-02-19 05:34:26 +03:00
Karrar
291366479e
Fixed a race condition causing a null reference exception to be thrown in the client when using IM on objects existing on an additively loaded scene.
2025-02-05 22:55:35 +03:00
Karrar
2dd0cca70c
Added IsFirstNetworkFixedUpdateCall and IsLastNetworkFixedUpdateCall to NetworkSandbox. These properties are used to know if this current NetworkFixedUpdate call is the first or the last in this frame. These exclude resimulations, and only refer to new/forward ticks.
2025-01-28 06:02:03 +03:00
Karrar
14ece66a32
Fixed an issue with SetParent on pooled networked prefab instances.
2025-01-25 05:33:29 +03:00
Karrar
856f3492c6
Fixed an issue that might cause Lag Compensation not to initialize correctly if you started Netick in Awake.
2025-01-24 03:42:05 +03:00
Karrar
97106b2151
Added AddFirst, AddLast, AddBefore, AddAfter, and GetNode to NetworkLinkedList<T>. In addition, added Nodes getter to return an enumerable of the nodes of the list.
2025-01-16 22:42:47 +03:00
Karrar
e507ddf9eb
Fixed an issue when destroying a network object that has a network object (network prefab instance) parented to it, causing the prefab instance not to reset properly when reused again in the future.
2025-01-11 12:14:07 +03:00
Karrar
6045b35cc1
Fixed an issue where an exception will be thrown in the server when multiple IM group changes occur to the same object at the same tick.
2025-01-10 12:10:13 +03:00
Karrar
0c08fbdacb
Fixed an issue where Netick would no longer send any packet when the FPS is very low.
2025-01-06 05:53:33 +03:00
Karrar
058cbed487
Changed NetickArrayExt.ToNetworkStructArray8 to NetickArrayExt.ToNetworkArrayStruct8.
2025-01-04 06:45:46 +03:00
Karrar
4f2678125e
Fixed an issue with Fast Serialization when Interest Management is enabled.
2024-12-30 16:12:38 +03:00
Karrar
a12d28ba25
Added codegen support for inheritance of network behaviors across different assemblies.
2024-11-25 23:34:49 +03:00
Karrar
ca0a757f53
Added Area of Interest Layers. This is a new feature that allows you to put different objects on different AoI layers, making it possible to query each set of objects differently.
2024-11-22 22:17:22 +03:00
Karrar
d829c37c6a
Fixed an issue with Interest Management and pooled network prefab instances.
2024-11-21 11:53:50 +03:00
Karrar
e9b04b18c2
Testing an improvement to Prediction Offset calculation in the client - 2.
2024-11-20 10:54:52 +03:00
Karrar
80df2dedd3
Testing an improvement to Prediction Offset calculation in the client.
2024-11-18 19:12:11 +03:00
Karrar
b07f005b60
Fixed an issue where Netick might freeze the game when you reach Max Players.
2024-11-15 17:16:12 +03:00
Karrar
e31cb736ec
Improved LiteNetLib transport performance by removing two needless data copies when sending and receiving a packet.
2024-11-11 11:27:31 +03:00
Karrar
849a0de85f
Fixed an issue with OnInputSourceChanged invoke logic in the client.
2024-11-09 05:50:28 +03:00
Karrar
71984ebb3e
Added LagCompensationStep, a script used to invoke NetworkFixedUpdate and NetworkRender on Netick.Pro.LagCompensation.
2024-11-07 23:44:42 +03:00
Karrar
027d929f57
Fixed an issue with the setter of the NetworkDictionary indexer failing to invoke OnChanged associated with the network dictionary.
2024-11-07 19:44:45 +03:00
Karrar
e04066cbcc
Changed the Lag Compensation system to be part of the network loop instead of being hardcoded to execute after all other scripts.
2024-11-07 18:07:36 +03:00
Karrar
69b47ddf69
Added support for persistent network objects. Enabling IsPersistent on a NetworkObject will automatically mark it as DontDestroyOnLoad, preventing its instances from being destroyed on scene switches. This is only supported on network prefabs, as scene objects can't be created for a late joiner without going through the full scene changes that occurred before it connected.
2024-11-07 01:27:23 +03:00
Karrar
23f42b633a
Fixed an issue with Narrow Phase Filtering causing NetworkStart to be invoked on a filtered object in the client.
2024-11-06 20:40:00 +03:00
Karrar
a6ccd3acc0
Fixed an issue with OnInputSourceChanged not being invoked in the client.
2024-11-06 15:42:57 +03:00
Karrar
8d8308c7e2
Fixed an issue with removing network objects in the client.
2024-11-05 14:51:09 +03:00