As the connection can't be held up after recompile, this is no big step back.
Room PhotonViews are identified by IsRoomView (which checks CreatorActorNr = 0).Ĭhanged: PUN needs to exit play mode in Editor, if there is a recompilation (due to code change, etc) to prevent running into endless NullReferenceExceptions and a flood of other errors. Controller for "room PhotonViews" will be changed properly whenever the Master Client switches. Updated: For Unity 2021, the obsoltete CompilationPipeline.assembl圜ompilationStarted got replaced with pilationStarted.Ĭhanged: The PhotonView.Owner and. The previous version accidentally used "2.33.3" still. Updated: PhotonNetwork.PunVersion to "2.34.1" now. If ownership changed for objects, the Master Client will let new players know this but that failed, if the joining client didn't know the objects yet. This is caused most frequently by loading scenes (or initializing them) without pausing the incoming message queue (dispatch). If the PhotonView is unknown, this gets logged now. It should avoid unsubscribing groups one by one and also avoid subscribing nearby groups one by one (while moving only along one axis of the areas).įixed: A potential NullReferenceException for OwnershipUpdate events. Note: Overall, the algorithm to select cells is just a quick showcase. This allows us to not change interest groups if just the order changed (due to "nearby" calculation, that could happen).Ĭhanged: The scene view grid now displaces the various area-indexes for cells that overlap (root, node and leaf). No matter what the algorithm tells us, it makes sense to not change interest groups more than 4-6x per second.Ĭhanged: The GetActiveCells method to sort the "nearby" part of the cells list.
Datagram Encryption is only possible with a native plugin.Ĭhanged: Interest Culling in UtilityScripts/Culling/.Īdded: Rate limiting for interest group changes per second. It will set ExpectedProtocol and EncryptionMode silently. More details in changes-library.txt.Ĭhanged: CheckConnectSetupXboxOne() to allow AuthOnceWss and Datagram Encryption (GCM mode). This is a breaking change: Only if you set this to true, CloseConnection will work anymore. More details in changes-library.txt.Īdded: CustomType deserialization length checks.Īdded: PhotonNetwork.EnableCloseConnection which defaults to false. More details in the change logs.Ĭhanged: PhotonTransformView interpolation of position and rotation. Updated: Library and Realtime to 4.1.6.11. This was setting the UDP implementation to null in some cases, which failed to connect. This new approach can be changed in source and is more flexible overall.Ĭhanged: On Xbox, the peer classes no longer assume a native socket plugin exists. Note: While the Photon lib caught exceptions in v4.1.6.10, that has not been a good solution. It will count them but only provide the first one's callstack (to avoid log spamming). PhotonEditorUtils.IsPrefab now uses the correct prefab stage utility for Unity 2021.2 and up.Ĭhanged: PhotonHandler.Dispatch is now catching exceptions.