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For support related questions we HIGHLY recommend to post a message either on the [Unity Discussions](https://discussions.unity.com/tag/netcode-for-gameobjects) or on our [Discord Community](https://discord.gg/TqNeJTtC) where you can get help from the community and the developers.
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Those forums will get you the fastest response and are the best place to ask for help.
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For general questions, networking advice or discussions about the Netcode for GameObjects, you can also reach us on our [Discord Community](https://discord.gg/FM8SE9E) or create a post in the [Unity Multiplayer Forum](https://forum.unity.com/forums/multiplayer.26/).
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If you still feel like you want to open a support issue as an GitHub Issue, please make sure to include as much information as possible (also including any relevant code/project) to help us understand your problem.
# This workflow is designed to verify that the pull request description contains a "## Backport" section, which is important as a reminder to account for backports for anyone that works with NGO repository.
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# We have 2 development branches (develop and develop-2.0.0) and we need to ensure that relevant changes are landing in only one or both of them
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# If the "##Backport" section is missing, the workflow will fail and block the PR from merging, prompting the developer to add this section.
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# The workflow is configured to run when PR is created as well as when it is edited which also counts simple description edits.
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name: "NGO - Backport Verification"
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on:
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pull_request:
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types: [opened, edited]
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branches:
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- develop
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- develop-2.0.0
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jobs:
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backport-verification:
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runs-on: ubuntu-latest
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steps:
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- name: Checkout code
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uses: actions/checkout@v3
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- name: Check PR description
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uses: actions/github-script@v6
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with:
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script: |
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const pr = context.payload.pull_request;
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const body = pr.body || '';
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if (!body.includes('## Backport')) {
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core.setFailed('PR description must include a "## Backport" section. Please add this section and provide information about this PR backport to develop or develop-2.0.0 branch respectively or explain why backport is not needed.');
Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/CHANGELOG.md
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@@ -16,12 +16,15 @@ Additional documentation and release notes are available at [Multiplayer Documen
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### Fixed
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- Fixed issue where in-scene placed `NetworkObjects` could fail to synchronize its transform properly (especially without a `NetworkTransform`) if their parenting changes from the default when the scene is loaded and if the same scene remains loaded between network sessions while the parenting is completely different from the original hierarchy. (#3388)
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- Fixed an issue in `UnityTransport` where the transport would accept sends on invalid connections, leading to a useless memory allocation and confusing error message. (#3383)
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- Fixed issue where `NetworkAnimator` would log an error if there was no destination transition information. (#3384)
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- Fixed initial `NetworkTransform` spawn, ensure it uses world space. (#3361)
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- Fixed issue where `AnticipatedNetworkVariable` previous value returned by `AnticipatedNetworkVariable.OnAuthoritativeValueChanged` is updated correctly on the non-authoritative side. (#3322)
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### Changed
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- Changed the scene loading event serialization order for in-scene placed `NetworkObject`s to be based on their parent-child hierarchy. (#3388)
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