Tags: Unity-Technologies/com.unity.netcode.gameobjects
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fix: issues discovered in v2.8.0 playtest (#3822) fix Issue with AnimatorOverrideController not being handled which could cause improper processing of the animator's layers and parameters. Issue with clients sending state changes from the NetworkAnimatorStateChangeHandler due to added HasAuthority check. When using a server authoritative animation model, owner Clients should still be able to send trigger updates to the server.
[BACKPORT] chore: Optimize NetworkBehaviour.NetworkManager property (#… …3720) chore: Optimize NetworkBehaviour.NetworkManager property (#3700) * chore: Optimize NetworkBehaviour.NetworkManager property * ensure internal state is completely reset on behaviour despawn * Fix tests * Ensure NetworkManagerOwner is always correctly set * Update tests to explicitly set NetworkManagerOwner * Fix InstantiateAndSpawn * fixes * Hide error for now * Put error back and fix timetravel * try things * Fix onStartSweep * put back changed test code * Remove unneeded changes * Simplify changes * Put back needed change * Set NetworkManager in InstantiateAnd Spawn * Check for IsSpawned on despawn * Add recreating test * Clean up test helpers some * Fix the DistributedAuthorityCodecTests --------- Co-authored-by: Emma <emma.mcmillan@unity3d.com> Co-authored-by: Unity Netcode CI <74025435+netcode-ci-service@users.noreply.github.com>
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