-
Notifications
You must be signed in to change notification settings - Fork 2
Expand file tree
/
Copy pathpackage.json
More file actions
30 lines (30 loc) · 2.9 KB
/
Copy pathpackage.json
File metadata and controls
30 lines (30 loc) · 2.9 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
{
"name": "com.unity.netcode.gameobjects",
"displayName": "Netcode for GameObjects",
"description": "Netcode for GameObjects is a high-level netcode SDK that provides networking capabilities to GameObject/MonoBehaviour workflows within Unity and sits on top of underlying transport layer.",
"version": "2.13.1",
"unity": "6000.0",
"dependencies": {
"com.unity.nuget.mono-cecil": "1.11.4",
"com.unity.transport": "2.6.0"
},
"samples": [
{
"displayName": "Bootstrap",
"description": "A lightweight sample to get started",
"path": "Samples~/Bootstrap"
}
],
"_upm": {
"changelog": "### Added\n\n- Single player session section to provide users with information about `SinglePlayerTransport` and an example script of how to switch between single and multi player sessions. (#4062)\n\n### Fixed\n\n- Issue where `NetworkAnimator` did no bounds check on the parameter index read prior to obtaining a pointer to the location within the array. (#4090)\n- Issue where scene migration in a distributed authority session would throw an exception on clients migrating their owned `NetworkObject` instances to a different scene.(#4086)\n- Issue where migrating a dynamically spawned or in-scene placed `NetworkObject` into a different scene during awake could result in that spawned instance to not be synchronized. (#4086)\n- Issue where a NullReferenceException was thrown when a non-authority failed to spawn a NetworkObject. (#4067)\n- Issue where the active scene was not being serialized as the 1st scene which could result in various errors including a soft synchronization error if, on the client-side, other synchronized scenes had already been loaded prior to the active scene, which is always loaded as `LoadSceneMode.SingleMode` when client synchronization is set to `LoadSceneMode.SingleMode`, resulting in the previously loaded scene(s) to be unloaded. (#4065)\n- Issue when FastBufferReader is attempting to read a string and all or a portion of the character count has already been read by user script, it could read a character length that results in a negative byte length which could result in an editor crash. (#4052)\n- Issue where NetworkRigidbodyBase was not applying rotation correctly when using Rigidbody2D. (#4012)\n- Issue where NetworkRigidbodyBase was always checking the 3D rigid body's interpolation mode when determining if it is kinematic and needs to put the rigid body to sleep and then switch to interpolation. (#4012)\n- Fixed AnticipatedNetworkTransform not respecting the InLocalSpace flag. (#3995)"
},
"upmCi": {
"footprint": "d5e973c63b75b0d5e7ed8b4e40ebd3b77b2d8e03"
},
"documentationUrl": "https://docs.unity3d.com/Packages/com.unity.netcode.gameobjects@2.13/manual/index.html",
"repository": {
"url": "https://github.com/Unity-Technologies/com.unity.netcode.gameobjects.git",
"type": "git",
"revision": "d0ab9f1a485af14feff90b9a442eafc6d6350701"
}
}