Tags: devforgood/Mirror
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fix: Network Authentators: Removed NetworkConnection parameter (Mirro… …rNetworking#2703) As was done in other areas, now using `NetworkClient.connection` instead of passing a `conn` parameter around. - Abstract NetworkAuthenticator now has obsoletes. - Basic and Timeout Authenticators Updated - Network Manager Updated - Script Template Updated
fix: Network Authentators: Removed NetworkConnection parameter (Mirro… …rNetworking#2703) As was done in other areas, now using `NetworkClient.connection` instead of passing a `conn` parameter around. - Abstract NetworkAuthenticator now has obsoletes. - Basic and Timeout Authenticators Updated - Network Manager Updated - Script Template Updated
feat: Prevent Player Prefab from being added to spawnPrefabs (MirrorN… …etworking#2678) * feat: Prevent Player Prefab from being added to spawnPrefabs This will prevent this unhelpful warning: `Replacing existing prefab with assetId 'c3ee5d2b-0807-ecb4-f85b-93753624468e'. Old prefab 'Player', New prefab 'Player'` * added comment Co-authored-by: MrGadget1024 <[email protected]>
fix: Added ServerAuthFailed bool to Basic Authenticator Fixes MirrorNetworking#2621
feat: Call ConfigureServerFrameRate For Headless Clients (MirrorNetwo… …rking#2660) * feat: Call ConfigureServerFrameRate for headless clients * code order consistancy Co-authored-by: MrGadget1024 <[email protected]>
fix: MirrorNetworking#2579 - Weaver skips already weaved assemblies w… …hen restarting Unity. fixes a bug where GeneratedNetworkCode class would exist twice, while the newer one was missing some writers
fix: MirrorNetworking#2517 - NetworkManager.UpdateScene wraps FinishL… …oadScene in try/catch to guarantee loadingSceneAsync being cleared no matter what. fixes a bug where if FinishLoadScene throws then loadingSceneAsync is never cleared and the code runs every update
Updated examples to not sync scale (MirrorNetworking#2661) Co-authored-by: MrGadget1024 <[email protected]>
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