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
DefaultUserParamshas been renamed toDefaultSmoothingActionUserParams. - The
DefaultTranslateSmoothingActionhas been renamed toDefaultTranslationSmoothingAction. ClientServerTickRate.MaxSimulationLongStepTimeMultiplierhas been renamed toClientServerTickRate.MaxSimulationStepBatchSize- The
NetworkCompressionModelhas been moved to Unity.Collection and renamed toStreamCompressionModel. - The utility method
GhostPredictionSystemGroup.ShouldPredicthas been moved to thePredictedGhostComponent. GhostComponentAttribute.OwnerPredictedSendTypehas been renamed toGhostComponentAttribute.SendTypeOptimization.ClientServerTickRate.MaxSimulationLongStepTimeMultiplieris renamed toClientServerTickRate.MaxSimulationStepBatchSize.GhostPredictionSystemGrouphas been renamed toPredictedSimulationSystemGroup.
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.PredictedTickhas been removed. You must always use theNetworkTime.ServerTickinstead, that will always correcly reflect the current predicted tick when inspected inside the prediction loop. - The
GhostPredictionSystemGroup.IsFinalPredictionTickhas been removed. Use theNetworkTime.IsFinalPredictionTickproperty instead. - The
ClientSimulationSystemGroup ServerTick,ServerTickFraction,InterpolationTickandInterpolationTickFractionhas been removed. You can retrieve the same properties from theNetworkTimesingleton.
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>().NetDebugmust be replaced withGetSingleton<NetDebug>(), orGetSingletonRW<NetDebug>if you are changing the log level. - The
ConnectandListenmethods have moved to theNetworkStreamDriversingleton. GhostSimulationSystemGroup.SpawnedGhostEntityMaphas been replaced by aSpawnedGhostEntityMapsingleton.- The ghost relevancy map and mode has moved from the
GhostSendSystemto aGhostRelevancysingleton. GhostCountOnServerandGhostCountOnClienthas been moved fromGhostReceiveSystemto a singleton APIGhostCount- The API to register smoothing functions for prediction has moved from the
GhostPredictionSmoothingSystemsystem to theGhostPredictionSmoothingsingleton. - The API to register RPCs and get RPC queues has moved from
RpcSystemto the singletonRpcCollection - Calls to
GetExistingSystem<GhostSimulationSystemGroup>().SpawnedGhostEntityMapmust be replaced withGetSingleton<SpawnedGhostEntityMap>().Value. Waiting for or settingLastGhostMapWriteris no longer required and should be removed. - Calls to
GetExistingSystem<GhostSendSystem>().GhostRelevancySetandGetExistingSystem<GhostSendSystem>().GhostRelevancyModemust be replaced withGetSingletonRW<GhostRelevancy>.GhostRelevancySetandGetSingletonRW<GhostRelevancy>.GhostRelevancyMode. Waiting for or settingGhostRelevancySetWriteHandleis no longer required and should be removed. - Calls to
GetExistingSystem<NetworkStreamReceiveSystem>().ConnectandGetExistingSystem<NetworkStreamReceiveSystem>().Listenmust be replaced withGetSingletonRW<NetworkStreamDriver>.ConnectandGetSingletonRW<NetworkStreamDriver>.Listen.
Changes in visiblity and depracted APIs.
The
LagCompensationConfighas been removed. Use the unifiedNetCodePhysicsConfigauthoring component instead of using theLagCompensationConfigauthoring component to enable lag compensation.Any calls to the static
RpcSystem.DynamicAssemblyListshould be replaced with instanced calls to the property with the same name. Ensure you do so during world creation, beforeRpcSystem.OnUpdateis called. You can see an exaple of this in our NetcodeSamples.Any editor-only calls to
ClientServerBootstrap.RequestedAutoConnectshould be replaced withClientServerBootstrap.TryFindAutoConnectEndPoint, which handles allPlayTypes.The
GhostCollectionSystem.CreatePredictedSpawnPrefabAPI 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,PrespawnGhostIdRangehave internal visibility.The
PrespawnSubsceneElementExtensionshas internal visibility.The
LiveLinkPrespawnSectionReferenceare 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.CreatePredictedSpawnPrefabAPI 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.DynamicAssemblyListhas been removed, replaced by a non-static property with the same name.ClientServerBootstrap.RequestedAutoConnect(an editor only property) has been replaced withClientServerBootstrap.TryFindAutoConnectEndPoint.ThinClientComponenthas been removed, useWorld.IsThinClient()instead.The
NetworkStreamDisconnectedcomponent has been removed, add aConnectionStatecomponent to connections you want to detect disconnects for and use a reactive system.The
CommandReceiveClearSystemandCommandSendPacketSystemare not internalThe
StartStreamingSceneGhostsandStopStreamingSceneGhoststo 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 aNetCodeSourceGenerator.additionalfileextension, 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,IsServerandIsThinClienthelper methods onWorldandWorldUnmanagedto 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|WorldSystemFilterFlags.ClientSimulation)] |
[UpdateInGroup(typeof(ClientAndServerSimulationSystemGroup))] |
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation|WorldSystemFilterFlags.ClientSimulation)] |
[UpdateInWorld(TargetWorld.Client)] |
[WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation)] |
[UpdateInWorld(TargetWorld.Server)] |
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation)] |
[UpdateInWorld(TargetWorld.ClientAndServer)] |
[WorldSystemFilter(WorldSystemFilterFlags.ServerSimulation|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
DontSerializeVariantas 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 = falseis 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. RegisterDefaultVariantshas changed signature to now use aRule. This forces users to be explicit about whether or not they want their user-defined defaults to apply to child entities too.- All
GhostAuthoringComponentComponentOverrideshave been clobbered during the upgrade (apologies!). Please re-apply allComponentOverridesvia the new (optional)GhostAuthoringInspectionComponent. - Inside your
RegisterDefaultVariantsmethod, replace alldefaultVariants.Add(new ComponentType(typeof(SomeType)), typeof(SomeTypeDefaultVariant));withdefaultVariants.Add(new ComponentType(typeof(SomeType)), Rule.OnlyParent(typeof(SomeTypeDefaultVariant)));, unless you also want this variant to be applied to children (in which case, useRule.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.