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- unity-downloader-cli --fast --wait -u {{ editor }} -c editor {% if platform.name == "mac" %} --arch arm64 {% endif %} # For macOS we use ARM64 models. Downloads basic editor
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- .Editor/Unity -batchmode -nographics -logFile - -executeMethod Packages.Rider.Editor.RiderScriptEditor.SyncSolution -projectPath {{ project.path }} -quit # This command is used to invoke Unity in a "headless" mode. It's used to sync the project
- git checkout -- {{ project.path }}/Packages/manifest.json {{ project.path }}/Packages/packages-lock.json {{ project.path }}/ProjectSettings/ProjectVersion.txt 2>/dev/null || true # Restore files that Unity may have modified (we only want to check code formatting)
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- 'git diff --exit-code || (echo "ERROR: Code formatting issues found. Run dotnet run --project=dotnet-tools/netcode.standards -- --project={{ project.path }} --fix locally and commit the changes." && exit 1)'# Fail if formatter made any changes
Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/CHANGELOG.md
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@@ -29,6 +29,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
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### Fixed
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- Duplicate transport connection events for the same connection will now do nothing. (#3863)
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- Fixed memory leak in `NetworkAnimator` on clients where `RpcTarget` groups were not being properly disposed due to incorrect type casting of `ProxyRpcTargetGroup` to `RpcTargetGroup`.
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- Fixed issue when using a client-server topology where a `NetworkList` with owner write permissions was resetting sent time and dirty flags after having been spawned on owning clients that were not the spawn authority. (#3850)
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- Fixed an integer overflow that occurred when configuring a large disconnect timeout with Unity Transport. (#3810)
@@ -931,12 +928,12 @@ public override void OnNetworkSpawn()
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NetworkLog.LogWarningServer($"[{gameObject.name}][{nameof(NetworkAnimator)}] {nameof(Animator)} is not assigned! Animation synchronization will not work for this instance!");
Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/Runtime/Components/RigidbodyContactEventManager.cs
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@@ -38,7 +38,7 @@ public interface IContactEventHandler
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/// <summary>
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/// Should return a <see cref="Rigidbody"/>.
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/// </summary>
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RigidbodyGetRigidbody();
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publicRigidbodyGetRigidbody();
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/// <summary>
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/// Invoked by the <see cref="RigidbodyContactEventManager"/> instance.
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/// <param name="contactPoint">The world space location of the contact event.</param>
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/// <param name="hasCollisionStay">Will be set if this is a collision stay contact event (i.e. it is not the first contact event and continually has contact)</param>
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/// <param name="averagedCollisionStayNormal">The average normal of the collision stay contact over time.</param>
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