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@fernando-cortez fernando-cortez released this 30 May 19:35
· 64 commits to main since this release
cf39fb1

Bitesize Samples Changelog

We are excited to announce the release of Bitesize Samples v1.6.0! Thank you for your continuous support!

Got Feedback about the Bitesize Samples? Let us know via our Feedback Form.

[1.6.0] - 2024-05-30

Bitesize Samples Repository

Cleanup

  • Formatted .cs files inside the Bitesize Samples repository to adhere to coding standards (#156) Internal testing job definition files were added in order for internal processes to execute.

2D Space Shooter

Added

  • Added local pooling for explosionParticles to optimize performance and showcase built-in pooling component (#167)

Changed

  • Upgraded to IDE Rider v3.0.28 (#166)
  • Upgraded to Unity 2022.3.27f1 (#170)
    • upgraded to com.unity.burst v1.8.13
    • added com.unity.modules.jsonserialize v1.0.0
    • upgraded to com.unity.render-pipelines.core v14.0.11
    • upgraded to com.unity.render-pipelines.universal-config v14.0.10
    • upgraded to com.unity.shadergraph v14.0.11
    • upgraded to com.unity.services.authentication v2.7.4
    • upgraded to com.unity.services.qos v1.3.0
    • upgraded to com.unity.transport v1.4.1
    • upgraded to com.unity.services.core v1.12.5
  • Upgraded to Netcode for GameObjects v1.8.1 (#174)
    • Upgraded to the newer API for Rpcs, Universal Rpcs
    • Upgraded to newer API for Connection Events, OnConnectionEvent

Fixed

  • Reset values and buffs after respawn of ship (#167)

Editor Version

  • Editor is 2022.3.27f1

Dependencies

Packages

Client Driven

Changed

  • Upgraded to Netcode for GameObjects v1.8.1 (#164)
    • Upgraded to the newer API for Rpcs, Universal Rpcs
    • The place of execution for a client's position was moved to ClientNetworkTransform child class, ClientDrivenNetworkTransform. This ensures no race condition issues on a client's first position sync. Server code now modifies a NetworkVariable that client-owned instances of ClientDrivenNetworkTransform use on OnNetworkSpawn to initially move a player
    • Upgraded to use NetworkObject.InstantiateAndSpawn() API where appropriate (#173)
  • Upgraded to IDE Rider v3.0.28 (#166)
  • Upgraded to Unity 2022.3.27f1 (#175)
    • com.unity.render-pipelines.core upgraded to v14.0.11
    • com.unity.services.authentication upgraded to v2.7.4
    • com.unity.services.core upgraded to v1.12.5
    • com.unity.services.qos upgraded to v1.3.0
    • com.unity.transport upgraded to v1.4.1

Fixed

  • Added Spawner with event executed on Server Start to fix inconsistent ghost ingredients issue (#157)

Editor Version

  • Editor is 2022.3.27f1

Dependencies

Packages

Dynamic Addressables Network Prefabs

Changed

  • Upgraded to IDE Rider v3.0.28 (#166)
  • Upgraded to Unity 2022.3.27f1 (#176)
  • com.unity.transport upgraded to v1.4.1

Fixed

  • Releasing an Addressables handle on OnDestroy inside Preloading scene to prevent releasing loaded dynamic prefab from memory (#179)

Editor Version

  • Editor is 2022.3.27f1

Dependencies

Packages

Invaders

Changed

  • Upgraded to IDE Rider v3.0.28 (#166)
  • Upgraded to Unity 2022.3.27f1 (#169)
  • Upgraded to Netcode for GameObjects v1.8.1 (#172)
  • Upgraded to the newer API for Rpcs, Universal Rpcs
  • Upgraded to the newer API for NetworkObject spawning to use NetworkObject.InstantiateAndSpawn
  • Upgraded usage of NetworkManager.OnClientConnectedCallback to the new NetworkManager.OnConnectionEvent

Fixed

  • Optimized NetworkTransform on all networked prefabs so the Clients objects movements are closer to the Host ones (#168)

Editor Version

  • Editor is 2022.3.27f1

Dependencies

Packages

Full Changelog: v1.5.0...v1.6.0