v1.2.0
Bitesize Samples Changelog
[1.2.0] - 2023-02-16
Dynamic Addressables Network Prefabs
The Dynamic Addressables Network Prefabs sample has been added! This sample showcases the available use-cases for the dynamic prefab system, which allows us to add new spawnable prefabs at runtime. Each scene in the project showcases a different, isolated feature of the API, allowing for easy extraction into other projects. This sample also uses in-game UI (created using UI Toolkit) to interface with the dynamic prefabs system with configurable options like artificial latency and network spawn timeout for easy testing. (#63) (#94) (#96) (#97) (#98) (#99) (#100) (#101) (#103)
Editor Version
- Editor is 2021.3.18f1
Dependencies
Packages
- "com.unity.netcode.gameobjects": "1.2.0"
- "com.veriorpies.parrelsync": "https://github.com/VeriorPies/ParrelSync.git?path=/ParrelSync"
- "com.unity.addressables": "1.19.19"
Client Driven
Changed
Editor version
- Editor is 2021.3.18f1
Dependencies
Packages
- "com.unity.multiplayer.samples.coop": "https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop.git?path=/Packages/com.unity.multiplayer.samples.coop"
- "com.unity.netcode.gameobjects": "1.2.0"
- "com.veriorpies.parrelsync": "https://github.com/VeriorPies/ParrelSync.git?path=/ParrelSync#bb3d5067e49e403d8b8ba15c036d313b4dd2c696"
- "com.unity.render-pipelines.universal": "12.1.8"
Invaders
Changed
Editor version
- Editor is 2021.3.18f1
Dependencies
Packages
- "com.unity.multiplayer.samples.coop": "https://github.com/Unity-Technologies/com.unity.multiplayer.samples.coop.git?path=/Packages/com.unity.multiplayer.samples.coop"
- "com.unity.netcode.gameobjects": "1.2.0"
- "com.unity.render-pipelines.universal": "12.1.8"
2D Space Shooter
Changed
Fixed
- Resolved issue where the colour of powerups was not displayed correctly (#91)
- Removing warning when spawning powerups (#90). Fixed the order in which powerups were spawned and when their NetworkVariable value was initialized. Now they are spawned beforehand.
- Fixing bullet explosion desync (#89). Bullet explosion vfx were happening too early on clients because of NetworkTransform's interpolation. Bullets are now no longer synchronised by NetworkTransforms and instead only have their velocity set through client rpcs when they are spawned. Since they are no longer interpolated, they are not lagging behind the server and are at the correct position when they receive the despawn message from the server.
Editor version
- Editor is 2021.3.18f1
Dependencies
Packages
- "com.unity.netcode.gameobjects": "1.2.0"
- "com.veriorpies.parrelsync": "https://github.com/VeriorPies/ParrelSync.git?path=/ParrelSync#bb3d5067e49e403d8b8ba15c036d313b4dd2c696"
- "com.unity.render-pipelines.universal": "12.1.8"