Tags: musabgultekin/Mirror
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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 <chris@clevertech.net>
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 <chris@clevertech.net>
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 <chris@clevertech.net>
fix: MultipleAdditiveScenes disabled Server Batching This can be enabled again when batching is fixed. See MirrorNetworking#2651
fix: NetworkLoop inserts a fresh PlayerLoopSystem instead of resizing… … and overwriting partially. fixes undefined behaviour where the previous nativeLoop IntPtrs weren't cleared, possibly still updating a native loop accidentally. See also MirrorNetworking#2652
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