Tags: Sulexa/Mirror
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fix: Examples No Longer Rely On Sequential connectionId (MirrorNetwor… …king#2387) * NetworkRoomManager * Basic Example * Room Example * MultipleAdditiveScenes Example * Removed unused usings * Removed redundant initializer * Removed redundant initializer * Renamed playerNo to playerNumber Co-authored-by: MrGadget1024 <[email protected]>
fix: fixing first import of package (MirrorNetworking#2384) * removing #if MIRROR * removing #if MIRROR_26_0_OR_NEWER * Update KcpTransport.cs Co-authored-by: vis2k <[email protected]>
feat: Quaternion and float Compression (MirrorNetworking#2368) Adding compression methods for Quaternion and floats. These methods can be used to decrease size of Quaternions before sending the value over the network. ScaleToUInt method can be used to compress float from 32 bits to the range given to the method. This can be used to compress Vector3 if the bounds of the world are known and fixed before runtime.
fix: fixing sceneId when using BuildPipeline.BuildPlayer with incorre… …ct case in path (MirrorNetworking#2382) * fix: fixing sceneId when using BuildPipeline.BuildPlayer with incorrect case in path BuildPipeline.BuildPlayer takes an array of strings for scene paths. Unity will find the scene with the path case insensitive but path case is case sensitive. This change would make it so that these 2 paths have the same hash ``` Assets/Scenes/Forest.unity Assets/Scenes/forest.unity ``` * Adding full comment for ToLower * Update NetworkIdentity.cs Co-authored-by: vis2k <[email protected]>
feat: KCP Transport (https://github.com/vis2k/kcp2k) (MirrorNetworkin… …g#2381)
fix(weaver): Fixing weaver not writing when assemble didn't have Netw… …orkBehaviour (MirrorNetworking#2373) * Making ReaderWriterProcessor return if it found custom functions (not counting ones in mirror.dll) * Always writing generateContainerClass if modified * processing PropertySiteProcessor if either ReaderWriterProcessor or WeaveModule are successful * creating generateContainerClass in WeaverList constructor * Moving new WeaverList to after WeaverTypes.SetupTargetTypes
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