last updated: 2022-02-08
Auto-adoption triggers now properly if simulator drops out.
Added timeout to code generation process to prevent freezing.
Apply elasticity smoothing correctly in all interpolation modes.
Properly register build uploads.
Several issues with the quick start window.
Quick Access window.
Configurable host for local testing.
Room creation and joining.
Input reordering.
Input debugger.
CoherenceSimulation utility.
Allow setting the Coherence.ClientCore on the Coherence.UI.StatsCollection script directly instead of relying on using the Coherence.Toolkit.MonoBridge.
Report player connection events to Coherence backend for active users reporting.
Support RigidBody2D in CoherenceSync.
Ability to define interpolation settings per binding (of any component). Supported types: int, float, Vector2, Vector3 and Quaternion.
Support for Vector2 fields in reflected mode.
Support for byte[] (byte4096) in reflected mode.
Support for animator parameter interpolation.
Prevent keepalive spamming.
Events: on before networked instantiation, on authority requested.
Handling Replication Server connection denial.
Tag query.
IClient now exposes the 'ServerUpdateFrequency'.
CoherenceMonoBridge helper functions for coherence connections management.
CoherenceMonoBridge can now be manually resolved using the MonoBridgeResolve function.
Component actions: triggering actions in components based on network events made easy. Accessible via Select window in CoherenceSync.
Input owner: assign which client controls an object.
Performance improvements.
Updated Playground (minor bug fixes and improvements).
Reliability layer issues.
Crash when using debug mode on streams.
Authority transfer for WebGL.
Handle prefabs with InterpolationLocation set to 0.
Allow instances with different UUIDs.
CoherenceSync leak through CoherenceMonoBridge.OnConnected.
CoherenceInputSimulation now uses correct mono bridge.
CoherenceClientConnection is now automatically destroyed upon disconnect.
Entity with CoherenceInput and simulation mode set to 'Server Side With Client Input' is now destroyed upon disconnect of the original owner.
(De)serialization of the empty & null strings.
IConnection OnError event not firing.
Watchdog support on Windows.
Renaming variables or methods updates internal binding representations.
RuntimeSettings preserved during upgrades.
Don't set isKinematic automatically on GameObjects with CoherenceSync.
Able to send commands to Transform and Animator methods.
Schema hash calculation treats '\r\n' and '\n' the same.
Sample UI (Connect Dialog) rework.
CoherenceSync inspector rework.
Renamed LinkedEntity to EntityID.
Override base components when using single LOD step.
LOD thresholds no longer limited to integers.
Don't send connected entity updates on Start.
Select variables and methods window rework.
Optimize CoherenceSync window, including LOD and compression.
CoherenceUniqueInScene deprecated.
Duplicates + persistence is allowed now.
Allow Duplicates sets the UUID to null at runtime.
Instance CoherenceMonoBridge has precedence over singleton one.
Global query is now set as a child of the CoherenceMonoBridge.
New server launching keybindings: Ctrl + Shift + Alt + R/W for Rooms/World server.
Keep-alive rate is now based on replication server update frequency and ping (if enabled).
Default max number of entities for a locally created room is now based on the 'maxClients' parameter (x5).
Broadcasting is now the default routing method for commands.
Baked scripts instantiated at runtime — no need to attach them to the prefabs.