| 
							
							
								 Karrar | 69b47ddf69 | Added support for persistent network objects. Enabling IsPersistenton a NetworkObject will automatically mark it asDontDestroyOnLoad, 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 NetworkStartto be invoked on a filtered object in the client. | 2024-11-06 20:40:00 +03:00 |  | 
			
				
					| 
							
							
								 Karrar | a6ccd3acc0 | Fixed an issue with OnInputSourceChangednot 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 |  | 
			
				
					| 
							
							
								 Karrar | d7c7141ae9 | Fixed an issue with predicted objects being simulated when the client is not interested in them. | 2024-11-03 17:52:14 +03:00 |  | 
			
				
					| 
							
							
								 Karrar | f8e745bb32 | Fixed an issue with NetworkSandbox.FindGameObjectWithTag. | 2024-10-27 12:03:45 +03:00 |  | 
			
				
					| 
							
							
								 Karrar | e84924ea8b | Changed how network objects are rolled back. Now, objects are no longer rolled back when they don't have to. Before now, when Prediction Modeof an object was set toEveryone, that caused the object network state to roll back each tick. This is no longer the case. Now, the object network state is only rolled back when it was changed in the client, or the object received new a state from the server. This is a significant improvement in client CPU performance. | 2024-10-25 11:12:35 +03:00 |  | 
			
				
					| 
							
							
								 Karrar | c1b68bae1b | Fixed an issue causing the main scene to duplicate in the client. The duplicate scene gets immediately unloaded. However, it causes DontDestroyOnLoadobjects to duplicate. | 2024-10-17 01:02:52 +03:00 |  | 
			
				
					| 
							
							
								 Karrar | d675fa54e9 | Added ensureSafetyto[Networked]attribute. When it's equal to true, it will ensure that any access to this network variable will be valid and never result in a null reference exception even when Netick is not started. | 2024-10-11 16:22:08 +03:00 |  | 
			
				
					| 
							
							
								 Karrar | ab2f95c53d | Fixed an issue with generic classes inheriting from NetworkBehaviour. | 2024-10-11 09:38:06 +03:00 |  | 
			
				
					| 
							
							
								 Karrar | 01d6efd4b4 | Fixed an issue with calculating the normal on a box HitShape. | 2024-10-08 15:36:58 +03:00 |  | 
			
				
					| 
							
							
								 Karrar | d6e0bc5597 | Added [Preserve] attributes to internal Lag Compensation methods to prevent them from being stripped when UnityStripping Levelis set to low or higher. | 2024-09-30 22:21:21 +03:00 |  | 
			
				
					| 
							
							
								 Karrar | cdf48fbcaa | Fixed an issue with NetworkTransform.GetInterpolationDatawhen agressive rotation compression is turned on. | 2024-09-29 22:52:17 +03:00 |  | 
			
				
					| 
							
							
								 Karrar | 0cd07c0c1b | Changed NetworkAwakebehavior. Now,NetworkAwakeshould be reliable and safe to use.NetworkAwakeis invoked immediately when a network object is created, and before any other callbacks. | 2024-09-19 16:23:59 +03:00 |  | 
			
				
					| 
							
							
								 Karrar | 5acdcdbebe | Added support for auto-compression (using codegen) to struct field members. Making a float-based field (such as floatorVector3) of a struct a property, and adding[Networked]attribute to it, will allow Netick to provide extra compression on it. This will noticeably reduce client->server bandwidth when done on float-based members of network input types. | 2024-09-18 09:37:17 +03:00 |  | 
			
				
					| 
							
							
								 Karrar | 8dda03efcf | Added NetworkSandbox.AttachGameObjectandNetworkSandbox.DeattachGameObject. These methods are used to manually attach/detach game objects to/from the visibility system when using sandboxing, and attach/detach rigidbodies to/from the non-networked rigidbody interpolation system that is used to interpolate rigidbodies that are not networked in non-main physics scenes. | 2024-09-13 00:18:52 +03:00 |  | 
			
				
					| 
							
							
								 Karrar | 14c122c151 | Fixed an issue with IL2CPP that caused an internal ordering issue that prevented RPCs from working correctly when there are multiple RPCs with similar names in the game project. | 2024-09-12 10:27:16 +03:00 |  | 
			
				
					| 
							
							
								 Karrar | 54e4928c04 | Updated README.md. | 2024-09-11 04:21:26 +03:00 |  | 
			
				
					| 
							
							
								 Karrar | e2944d1ae6 | Removed the Assembliessection in Netick Settings. Now other assemblies are automatically detected. | 2024-09-10 23:14:36 +03:00 |  | 
			
				
					| 
							
							
								 Karrar | f97e60c999 | Added NormaltoLagCompHitandLagCompHit2D. | 2024-09-05 19:28:02 +03:00 |  | 
			
				
					| 
							
							
								 Karrar | 737209385a | Fixed a rare issue that causes an OnChangedmethod not to be invoked when a misprediction occurs (on another variable) that causes the variable to change but noOnChangedcallback is ever invoked, even though the value before rollback and the value after rollback & resimulation weren't the same. | 2024-09-02 18:18:27 +03:00 |  | 
			
				
					| 
							
							
								 Karrar | d294f65bd7 | Added packet loss stats to NetworkInfoand made several other improvements. | 2024-08-25 01:58:57 +03:00 |  | 
			
				
					| 
							
							
								 Karrar | b10c8c8f06 | Fixed an issue with parenting network objects. | 2024-08-23 05:53:28 +03:00 |  | 
			
				
					| 
							
							
								 Karrar | bceb246d91 | Fixed an issue with calculating prediction tick offset that was causing missed inputs at very high tickrates (+100). | 2024-08-20 23:12:47 +03:00 |  | 
			
				
					| 
							
							
								 Karrar | 9dc1884469 | Fixed an issue with CSP that was causing very frequent speed-ups (which look like jitter) on predicted objects, which was most noticeable on fast-moving objects. | 2024-08-19 02:06:53 +03:00 |  | 
			
				
					| 
							
							
								 Karrar | 8795bf71f9 | Fixed an issue causing NetworkBehaviour.OnInputSourceChangedto be invoked beforeOnConnectedToServernetwork event. | 2024-08-14 02:30:02 +03:00 |  | 
			
				
					| 
							
							
								 Karrar | fd6781ea83 | Fixed an issue with NetworkDictionaryandNetworkHashSetcausing them to override the memory of adjacent variables. | 2024-08-08 18:18:48 +03:00 |  | 
			
				
					| 
							
							
								 Karrar | fbb5a2800f | Fixed an issue causing the client to destroy all scene network objects when it finishes loading the scene before the server. | 2024-08-08 15:45:41 +03:00 |  | 
			
				
					| 
							
							
								 Karrar | 776c38fa86 | Fixed an issue with NetworkHashSetcausing it to override the memory of adjacent variables. The previous commit didn't fully fix the issue withNetworkHashSet. | 2024-08-08 15:18:41 +03:00 |  | 
			
				
					| 
							
							
								 Karrar | 22a389784c | Changed the way Ids of Network Objects are assigned. Now Ids are never recycled and reused, instead, they only increment forward. In the future, we will allow the previous behavior too as an option. | 2024-08-08 14:57:08 +03:00 |  | 
			
				
					| 
							
							
								 Karrar | 60c1e9323e | Fixed an issue causing only up to 500 bytes worth of unreliable RPCs to be received in the client when sent together at the same tick by the server. | 2024-08-05 10:27:03 +03:00 |  | 
			
				
					| 
							
							
								 Karrar | 3f02ec362c | Added InputReuseAtLowFPStoNetick Settings. Read this for details: https://netick.net/docs/2/articles/understanding-client-side-prediction/writing-client-side-prediction-code.html#framerate-lower-than-tickrate | 2024-08-03 03:19:47 +03:00 |  | 
			
				
					| 
							
							
								 Karrar | 417d60b93b | Added a testing change to debug an issue with RPCs. | 2024-08-02 22:11:31 +03:00 |  | 
			
				
					| 
							
							
								 Karrar | 010cd7a4cc | Added NetworkDictionary<TKey,TValue>,NetworkHashSet<T>andNetworkUnorderedList<T>. | 2024-07-29 04:32:17 +03:00 |  | 
			
				
					| 
							
							
								 Karrar | d2ef08b789 | Improved RPC error handling. Now, when an exception is thrown inside the body of an RPC method, Netick will no longer kick the calling client, instead, it will only print the exception. | 2024-07-16 11:17:25 +03:00 |  | 
			
				
					| 
							
							
								 Karrar | 2e7f114fac | Fixed an issue with OnVisibilityChangednetwork event. | 2024-07-08 22:10:21 +03:00 |  | 
			
				
					| 
							
							
								 Karrar | 1e2fa03efe | Added OnVisibilityChangedtoSandbox.Events. This is a callback that is invoked when a sandbox visibility state changes | 2024-07-08 03:40:45 +03:00 |  | 
			
				
					| 
							
							
								 Karrar | f80c9dc6e8 | Fixed an issue with the previous commit. | 2024-07-07 08:19:46 +03:00 |  | 
			
				
					| 
							
							
								 Karrar | 7319346d2a | Fixed several issues with additive scene loading. | 2024-07-06 05:04:07 +03:00 |  | 
			
				
					| 
							
							
								 Karrar | 1cfd073481 | Fixed several issues with additive scene loading. | 2024-07-03 05:01:45 +03:00 |  | 
			
				
					| 
							
							
								 Karrar | 68fa2debe0 | Removed a testing log. | 2024-07-01 15:30:42 +03:00 |  | 
			
				
					| 
							
							
								 Karrar | c6789f90ed | Fixed an issue that causes RPCs called in the server to newly spawned objects (at the same tick that the object was spawned at) to be missed in the client. | 2024-07-01 12:35:19 +03:00 |  | 
			
				
					| 
							
							
								 Karrar | 214b9c3afd | Fixed a rare issue when an additive scene that was just loaded in the client is unloaded in the next tick, causing an exception to be thrown. | 2024-06-29 23:51:24 +03:00 |  | 
			
				
					| 
							
							
								 Karrar | 569c12dee2 | Fixed an issue when destroying an object that is affected by IM. | 2024-06-28 20:01:47 +03:00 |  | 
			
				
					| 
							
							
								 Karrar | 4a22d6430b | Fixed an issue with loading/unloading additive scenes. | 2024-06-28 18:45:52 +03:00 |  | 
			
				
					| 
							
							
								 Karrar | 8c4bf3bea8 | Added interpolationSourceoptional parameter to[Smooth]. This lets you choose the interpolation source for Auto Interpolation. | 2024-06-25 04:40:19 +03:00 |  | 
			
				
					| 
							
							
								 Karrar | e2720f7800 | Fixed an issue causing Rigidbody.isKinematicto not replicate to clients when usingNetworkRigidbody. | 2024-06-09 01:23:19 +03:00 |  | 
			
				
					| 
							
							
								 Karrar | e7b89d90f0 | Improved Prediction Error Correction Smoothingby coupling position and rotation in the corrector. | 2024-06-07 10:56:23 +03:00 |  | 
			
				
					| 
							
							
								 Karrar | f7ac776294 | Changed the way OnPlayerConnectedis invoked for the host player. Now it's invoked afterNetworkStarthas been invoked for all scene objects and the sandbox object. This is safer than before to avoid the problem of subscribing toSandbox.Events.OnPlayerConnectedin a scene object after it was already invoked for the host player, thus missing the call for the host player on that scene object. | 2024-05-26 02:35:06 +03:00 |  | 
			
				
					| 
							
							
								 Karrar | 5b34dc69a5 | Fixed an issue when destroying an object that has a NetworkTransform,NetworkRigidbody, orNetworkRigidbody2Dcomponent which hasPrediction Error Correction Smoothingset to true. | 2024-05-24 17:39:22 +03:00 |  |