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* Fix NetworkAnimator conditional exit transitions
* fix: resolve NetworkAnimator root and parent Entry exits, match lookup by originating state
- Exit from the root state machine, or from a sub-state machine with no outgoing transition, resolves through the Entry node.
- Trigger transitions into a sub-state machine resolve to its default and entry states.
- The late-join lookup keeps every transition into a destination and picks the one from the current originating state.
- Editor tests are guarded by COM_UNITY_MODULES_ANIMATION, with the define added to the test asmdef.
- CHANGELOG entry.
* test: use the develop-2.0.0 editor test namespace for NetworkAnimatorEditorTests
* fix: late-joining client cross-fades when not on the originating state
A late-joining client starts in its default state, so requiring the originating state left it stuck there. Adds a runtime test that joins mid-transition from a non-default state.
* chore: add PR number to CHANGELOG entry
* fix: match NetworkAnimator transition info by originating state only
Transitions not in the table no longer fall back to the first entry for the destination, and a missing sub-state machine reference no longer throws while the table is built.
* fix: late-joining client cross-fades from the originating state
CrossFade normalizes the transition duration to the current state's length, so cross-fading from the default state blended at the wrong speed when the clip lengths differ.
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Co-authored-by: B. Zaky <benrabahzaky@gmail.com>
Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/CHANGELOG.md
+2-1Lines changed: 2 additions & 1 deletion
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@@ -22,8 +22,9 @@ Additional documentation and release notes are available at [Multiplayer Documen
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### Fixed
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- Issue where bits written with `BitWriter` were lost when a later `BitWriter.TryBeginWriteBits` call in the same bitwise context grew the `FastBufferWriter`. The bytes written earlier in that context were replaced with zeros or uninitialized memory. (#4225)
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- Issue where `NetworkAnimator` logged an error for a trigger-conditioned transition into an Exit node, and a client that joined during that transition, or during one into a sub-state machine, did not synchronize with it. Transitions that pass through Exit, Entry or sub-state machine nodes now resolve to the state they reach, and a late-joining client cross-fades from the matching originating state when several states transition into the same destination. (#4240)
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- Issue where `NetworkTime` reported a `TickOffset` of almost a whole tick, instead of zero, for some times that land on a tick (for example 0.3 at a tick rate of 10), which put `TickWithPartial` one tick ahead or, in long sessions, `Tick` one tick behind. Times between minus one tick and zero now report tick -1 with a positive `TickOffset`, as other negative times do. (#4227)
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- Issue where bits written with `BitWriter` were lost when a later `BitWriter.TryBeginWriteBits` call in the same bitwise context grew the `FastBufferWriter`. The bytes written earlier in that context were replaced with zeros or uninitialized memory. (#4225)
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- Issue where a growable `FastBufferWriter` created with a size of 0 never returned from its first write or `TryBeginWrite` call that needed the buffer to grow. (#4223)
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- Issue where a `FastBufferReader` created with an offset and the default length of -1 read past the end of its source. The `ArraySegment<byte>` overload that takes an offset now applies it from the start of the segment. (#4221)
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- Issue where a client promoted to session owner could throw an exception when synchronizing a newly joining client. (#4217)
// Cross-fade from the current to the destination state for the transitions duration while starting at the server's current normalized time of the transition
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