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    Upgrading from Entities 0.51 to 1.0

    The Netcode for Entities introduces many changes and the upgrade process from 0.51 to 1.0 can be a little laborious.

    Classed renamed and moved in other assemblies

    • The following components have been renamed and will be automatically updated:
    Original Name New Name
    NetworkSnapshotAckComponent NetworkSnapshotAck
    IncomingSnapshotDataStreamBufferComponent IncomingSnapshotDataStreamBuffer
    IncomingRpcDataStreamBufferComponent IncomingRpcDataStreamBuffer
    OutgoingRpcDataStreamBufferComponent OutgoingRpcDataStreamBuffer
    IncomingCommandDataStreamBufferComponent IncomingCommandDataStreamBuffer
    OutgoingCommandDataStreamBufferComponent OutgoingCommandDataStreamBuffer
    NetworkIdComponent NetworkId
    CommandTargetComponent CommandTarget
    GhostComponent GhostInstance
    GhostChildEntityComponent GhostChildEntity
    GhostOwnerComponent GhostOwner
    PredictedGhostComponent PredictedGhost
    GhostTypeComponent GhostType
    SharedGhostTypeComponent GhostTypePartition
    GhostCleanupComponent GhostCleanup
    GhostPrefabMetaDataComponent GhostPrefabMetaData
    PredictedGhostSpawnRequestComponent PredictedGhostSpawnRequest
    PendingSpawnPlaceholderComponent PendingSpawnPlaceholder
    ReceiveRpcCommandRequestComponent ReceiveRpcCommandRequest
    SendRpcCommandRequestComponent SendRpcCommandRequest
    • The DefaultUserParams has been renamed to DefaultSmoothingActionUserParams.
    • The DefaultTranslateSmoothingAction has been renamed to DefaultTranslationSmoothingAction.
    • ClientServerTickRate.MaxSimulationLongStepTimeMultiplier has been renamed to ClientServerTickRate.MaxSimulationStepBatchSize
    • The NetworkCompressionModel has been moved to Unity.Collection and renamed to StreamCompressionModel.
    • The utility method GhostPredictionSystemGroup.ShouldPredict has been moved to the PredictedGhostComponent.
    • GhostComponentAttribute.OwnerPredictedSendType has been renamed to GhostComponentAttribute.SendTypeOptimization.
    • ClientServerTickRate.MaxSimulationLongStepTimeMultiplier is renamed to ClientServerTickRate.MaxSimulationStepBatchSize.
    • GhostPredictionSystemGroup has been renamed to PredictedSimulationSystemGroup.

    PredictedTick, ServerTick and in general time information.

    All the information in regards the current simulated tick MUST be retrieved from the NetworkTim singleton. In particular:

    • The GhostPredictionSystemGroup.PredictedTick has been removed. You must always use the NetworkTime.ServerTick instead, that will always correcly reflect the current predicted tick when inspected inside the prediction loop.
    • The GhostPredictionSystemGroup.IsFinalPredictionTick has been removed. Use the NetworkTime.IsFinalPredictionTick property instead.
    • The ClientSimulationSystemGroup ServerTick, ServerTickFraction, InterpolationTick and InterpolationTickFraction has been removed. You can retrieve the same properties from the NetworkTime singleton.

    Please refer to the NetworkTime component documentation for further information about the different timing properties and the flags behaviours.

    Use the new singletons to access APIs and shared data.

    All Netcode systems (apart some exception) should be considered stateless. All the public and accessible data is store inside entities singletons. We removed many APIs from system and moved instead into this new singleton components:

    • When using the netcode logging system calls to GetExistingSystem<NetDebugSystem>().NetDebug must be replaced with GetSingleton<NetDebug>(), or GetSingletonRW<NetDebug> if you are changing the log level.
    • The Connect and Listen methods have moved to the NetworkStreamDriver singleton.
    • GhostSimulationSystemGroup.SpawnedGhostEntityMap has been replaced by a SpawnedGhostEntityMap singleton.
    • The ghost relevancy map and mode has moved from the GhostSendSystem to a GhostRelevancy singleton.
    • GhostCountOnServer and GhostCountOnClient has been moved from GhostReceiveSystem to a singleton API GhostCount
    • The API to register smoothing functions for prediction has moved from the GhostPredictionSmoothingSystem system to the GhostPredictionSmoothing singleton.
    • The API to register RPCs and get RPC queues has moved from RpcSystem to the singleton RpcCollection
    • Calls to GetExistingSystem<GhostSimulationSystemGroup>().SpawnedGhostEntityMap must be replaced with GetSingleton<SpawnedGhostEntityMap>().Value. Waiting for or setting LastGhostMapWriter is no longer required and should be removed.
    • Calls to GetExistingSystem<GhostSendSystem>().GhostRelevancySet and GetExistingSystem<GhostSendSystem>().GhostRelevancyMode must be replaced with GetSingletonRW<GhostRelevancy>.GhostRelevancySet and GetSingletonRW<GhostRelevancy>.GhostRelevancyMode. Waiting for or setting GhostRelevancySetWriteHandle is no longer required and should be removed.
    • Calls to GetExistingSystem<NetworkStreamReceiveSystem>().Connect and GetExistingSystem<NetworkStreamReceiveSystem>().Listen must be replaced with GetSingletonRW<NetworkStreamDriver>.Connect and GetSingletonRW<NetworkStreamDriver>.Listen.

    Changes in visiblity and depracted APIs.

    • The LagCompensationConfig has been removed. Use the unifiedNetCodePhysicsConfig authoring component instead of using the LagCompensationConfig authoring component to enable lag compensation.

    • Any calls to the static RpcSystem.DynamicAssemblyList should be replaced with instanced calls to the property with the same name. Ensure you do so during world creation, before RpcSystem.OnUpdate is called. You can see an exaple of this in our NetcodeSamples.

    • Any editor-only calls to ClientServerBootstrap.RequestedAutoConnect should be replaced with ClientServerBootstrap.TryFindAutoConnectEndPoint, which handles all PlayTypes.

    • The GhostCollectionSystem.CreatePredictedSpawnPrefab API has been removed as clients will now automatically have predict spawned ghost prefabs set up for them. They can instantiate prefabs the normal way and don't need to call this API.

    • The PrespawnsSceneInitialized, SubScenePrespawnBaselineResolved, PrespawnGhostBaseline, PrespawnSceneLoaded, PrespawnGhostIdRange have internal visibility.

    • The PrespawnSubsceneElementExtensions has internal visibility.

    • The LiveLinkPrespawnSectionReference are now internal. Used only in the Editor as a work around to entities conversion limitation. It should not be a public component that can be added by the user.

    • The GhostCollectionSystem.CreatePredictedSpawnPrefab API has been deprected. The clients will now automatically have predict spawned ghost prefabs set up for them and just instantiate prefabs the normal way.

    • The static bool RpcSystem.DynamicAssemblyList has been removed, replaced by a non-static property with the same name.

    • ClientServerBootstrap.RequestedAutoConnect (an editor only property) has been replaced with ClientServerBootstrap.TryFindAutoConnectEndPoint.

    • ThinClientComponent has been removed, use World.IsThinClient() instead.

    • The NetworkStreamDisconnected component has been removed, add a ConnectionState component to connections you want to detect disconnects for and use a reactive system.

    • The CommandReceiveClearSystem and CommandSendPacketSystem are not internal

    • The StartStreamingSceneGhosts and StopStreamingSceneGhosts to be internal RPC. If user wants to customise the prespawn scene flow, they need to add their own RPC.

    New way to pass templates to source generator

    • Netcode source generator templates should now use the passed to the generators using additional files. The template must have a NetCodeSourceGenerator.additionalfile extension, and should be identified using a unique id, that must be present in the first line of the template.
      Find more information in the templates and templates documentation.

    Netcode groups, world filtering and detect world types.

    • Use IsClient, IsServer and IsThinClient helper methods on World and WorldUnmanaged to inspect if a world is client, server or thin-client respectively.
    • The netcode specific top-level system groups and [UpdateInWorld] have been removed, the replacement is [WorldSystemFilter] and the mappings are
    Old New
    [UpdateInGroup(typeof(ClientInitializationSystemGroup))] [UpdateInGroup(typeof(InitializationSystemGroup))][WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)]
    [UpdateInGroup(typeof(ClientSimulationSystemGroup))] [WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)]
    [UpdateInGroup(typeof(ClientPresentationSystemGroup))] [UpdateInGroup(typeof(PresentationSystemGroup)]
    [UpdateInGroup(typeof(ServerInitializationSystemGroup))] [UpdateInGroup(typeof(InitializationSystemGroup))][WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
    [UpdateInGroup(typeof(ServerSimulationSystemGroup))] [WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
    [UpdateInGroup(typeof(ClientAndServerInitializationSystemGroup))] [UpdateInGroup(typeof(InitializationSystemGroup))][WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation&#124;WorldSystemFilterFlags.ClientSimulation)]
    [UpdateInGroup(typeof(ClientAndServerSimulationSystemGroup))] [WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation&#124;WorldSystemFilterFlags.ClientSimulation)]
    [UpdateInWorld(TargetWorld.Client)] [WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)]
    [UpdateInWorld(TargetWorld.Server)] [WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)]
    [UpdateInWorld(TargetWorld.ClientAndServer)] [WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation&#124;WorldSystemFilterFlags.ClientSimulation)]
    [UpdateInWorld(TargetWorld.Default)] [WorldSystemFilter(WorldSystemFilterFlags.LocalSimulation)]
    if (World.GetExistingSystem<ServerSimulationSystemGroup>()!=null) if (World.IsServer())
    if (World.GetExistingSystem<ClientSimulationSystemGroup>()!=null) if (World.IsClient())

    Major changes for ghost field serialization

    • All child entities in Ghosts now default to the DontSerializeVariant as serializing child ghosts is relatively expensive (due to poor 'locality of reference' of child entities in other chunks, and the random-access nature of iterating child entities). Thus, GhostComponentAttribute.SendDataForChildEntity = false is now the default, and you'll need to set this flag to true for all types that should be sent for children. If you'd like to replicate hierarchies, we strongly encourage you to create multiple ghost prefabs, with custom, faked transform parenting logic that keeps the hierarchy flat. Explicit child hierarchies should only be used if the snapshot updates of one hierarchy must be in sync.
    • RegisterDefaultVariants has changed signature to now use a Rule. This forces users to be explicit about whether or not they want their user-defined defaults to apply to child entities too.
    • All GhostAuthoringComponent ComponentOverrides have been clobbered during the upgrade (apologies!). Please re-apply all ComponentOverrides via the new (optional) GhostAuthoringInspectionComponent.
    • Inside your RegisterDefaultVariants method, replace all defaultVariants.Add(new ComponentType(typeof(SomeType)), typeof(SomeTypeDefaultVariant)); with defaultVariants.Add(new ComponentType(typeof(SomeType)), Rule.OnlyParent(typeof(SomeTypeDefaultVariant)));, unless you also want this variant to be applied to children (in which case, use Rule.ParentAndChildren(typeof(SomeTypeDefaultVariant))). Caveat: Prefer to use attributes wherever possible, as this "manual" form of overriding should only be used for one-off differences that you're unable to express via attributes.
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