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Releases: ooonush/FishyUnityTransport

1.2.0

07 Nov 14:34
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What's Changed

  • Fixes for FishNet 4.5.0 by @AustinEast in #24
  • Added support for domains as connection address
  • Improved docs

Full Changelog: 1.1.2...1.2.0

1.1.2

18 Apr 16:56
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What's Changed

  • Fixed large allocation when sending/receiving from client host
  • Improvements and bugfixes

Full Changelog: 1.1.0...1.1.2

1.1.0

26 Jan 09:04
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What's Changed

  • Improved Unity Relay support documentation.
  • Improved support for UnityTransport V2.
  • Added Relay failure handling.
  • Fixed "Connection ID is invalid" error after reconnection. Improved check for maximum clients.
  • Fixed client does not reset when disconnected by server request.

Full Changelog: 1.0.1...1.1.0

1.0.1

18 Jan 10:48
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1.0.0

07 Nov 06:06
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1.0.0

  • Fixed ConnectionId not found on OnRemoteConnectionState event during connection is Stopped.
  • Fixed driver initialization error when UseEncryption is true.
  • Improved logging.

1.0.0-pre.7

  • Fixed compilation error in UnityTransport V2 @Charley3d in #18.

1.0.0-pre.6

  • Fixed clients not disconnecting when the server is stopped.

1.0.0-pre.5

  • Got rid of the partial FishyUnityTransport class because after updates the object reference could be reset.
  • Fixed client disconnection on when sending a large payload #16.

1.0.0-pre.4

  • Fixed GetConnectionAddress KeyNotFound Exception in client #17.

1.0.0-pre.3

  • Fixed incorrect MTU retrieval using GetMTU() method.

1.0.0-pre.2

1.0.0-pre.1

  • Improved stability.
  • Improved hosting support.

0.4.0

17 Jun 08:11
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  • Fix Attempting to start a client that is already active #14
  • Adds Unity 2020 LTS Support for UnityTransport 1.X
  • Adds unitypackage Git URL to README.md

0.3.0

02 May 11:31
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Don't forget that the transport is still in preview state, so it may not be stable. Please report any bugs to me.

In version 0.3.0

  • Stability Improvements and fix bugs related to connection state changes #13
  • Improved support for UnityTransport 2.0 with versionDefines in Assembly Definition #13
  • Fix the multiple client failure by in #12

In version 0.2.0

This version adds support for UnityTransport 2.0.

New FishyUnityTransport configuration have been added:

  • DebugSimulator (UnityTransport 1.0 only) - Can be used to simulate poor network conditions.
  • UseWebSockets (UnityTransport 2.0 only) - Per default the client/server will communicate over UDP. Set to true to communicate with WebSocket.
  • UseEncryption (UnityTransport 2.0 only) - Per default the client/server communication will not be encrypted. Select true to enable DTLS for UDP and TLS for Websocket.
  • ConnectTimeoutMS - Timeout in milliseconds indicating how long we will wait until we send a new connection attempt.
  • MaxPacketQueueSize - The maximum size in bytes of the transport send queue.
  • MaxSendQueueSize - The maximum amount of packets that can be in the internal send/receive queues
  • MaxConnectAttempts - The maximum amount of connection attempts we will try before disconnecting
  • DisconnectTimeoutMS - Inactivity timeout after which a connection will be disconnected.
  • Many overloads for methods SetRelayServerData() and SetConnectionData().

Breaks:

  • FishyUnityTransport.UseRelay replaced by FishyUnityTransport.Protocol
  • FishyUnityTransport.RelayServerData setter removed. Use FishyUnityTransport.SetRelayServerData() methods

0.2.1

24 Apr 04:39
ede394e
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Don't forget that the transport is still in preview state, so it may not be stable. Please report any bugs to me.

In version 0.2.1

  • Fix the multiple client failure by in #12

In version 0.2.0

This version adds support for UnityTransport 2.0.

New FishyUnityTransport configuration have been added:

  • DebugSimulator (UnityTransport 1.0 only) - Can be used to simulate poor network conditions.
  • UseWebSockets (UnityTransport 2.0 only) - Per default the client/server will communicate over UDP. Set to true to communicate with WebSocket.
  • UseEncryption (UnityTransport 2.0 only) - Per default the client/server communication will not be encrypted. Select true to enable DTLS for UDP and TLS for Websocket.
  • ConnectTimeoutMS - Timeout in milliseconds indicating how long we will wait until we send a new connection attempt.
  • MaxPacketQueueSize - The maximum size in bytes of the transport send queue.
  • MaxSendQueueSize - The maximum amount of packets that can be in the internal send/receive queues
  • MaxConnectAttempts - The maximum amount of connection attempts we will try before disconnecting
  • DisconnectTimeoutMS - Inactivity timeout after which a connection will be disconnected.
  • Many overloads for methods SetRelayServerData() and SetConnectionData().

Breaks:

  • FishyUnityTransport.UseRelay replaced by FishyUnityTransport.Protocol
  • FishyUnityTransport.RelayServerData setter removed. Use FishyUnityTransport.SetRelayServerData() methods