Fixed missing editor background issue on high-resolution screens
Fixed missing Arial.ttf issue in Unity 2022+.
Improved lobby reconnection on Android devices.
Fixed il2cpp build error by removing XChart dependency. NetworkInspector tool is also removed.
Players are allowed to change their node regions now.
Added sample code of changing player's node region in the example Lobby.cs script.
Fixed typos in the example Lobby.cs script.
Fixed the Lobby and RPC server reconnecting issue.
Fixed the ghost socket issue.
Fixed typos in the SDK and the example Lobby.cs script.
Fixed the il2cpp game server ping check crash issue.
Fixed the issue with Remote Events not respecting exclude-self target rule in offline mode.
Added NetworkClient.CheckOut() to allow clients to check out of the services.
Handled exceptions in the lobby api callbacks.
Fixed RealtimeAgent movePosition NaN issue.
Added error log message for prefabs in SceneSpawner that do not have a NetworkID component.
Removed Unknown Remote event API kRPCEventHostReply log message.
Exposed SWNetworkMessage.ToArray() and SWNetworkMessage.PushByteArray(Byte[]).
Exposed spawnpoints, and prefabs list size.
Made checkin callback excute on the main thread.
Fixed the null reference error when calling NetworkID.Destroy(float) offline.
SceneSpawner OnReadyEvent now includes the SceneSpawner instance.
Increased lobby API rate limit to 10 requests/5 seconds.
Fixed the issue that makes the RealtimeAgent not update gameObject's initial position.
Fixed auto-assign fixed networkID menu item.
Provided Error code for lobby errors.
Added offline support for SyncProperties.
After joining a room, Lobby.RoomId is correctly updated now.
Fixed the null reference error when PingReply is null in the PingCheck callback.
Caught exceptions of JsonUtility.FromJsonOverwrite(), this issue can sometimes cause Lobby requests to timeout.
Included the client-side fix for the Lobby kick player issue.
Adjusted the message size limit, the room pageRowCount limit, and the room indexes count limit.
Added OnGameServerDisconnectedEvent to the NetworkClient instance.
Remote events are now invoked immediately when used offline. This should make offline development easier.
Simplified the deletion process of Networked GameObjects. Removed the NetworkID.DestroyFixedNetworkedGameObject() method and combined it into the NetworkID.Destroy() method.
Added an optional float parameter to the NetworkID.Destroy() method. The new parameter specifies the amount of delay in seconds before destroying the networked GameObject.
Removed strDate parameter of the SWNetworkMessage.PopUTF8ShortString() medthod.
Added Initialize() method and AutoInitialization property to the SceneSpawner component and the RoomPropertyAgent component.
Added owner custom PlayerId property to the NetworkID component.
Trimmed ending "/r/n" of API_KEY.
Removed unnecessary parameters in the SpawnForPlayer() method and the SpawnForNonPlayer() method.
Fixed an issue with name resolution delay which freezes the NetworkClient Update method.
Uploaded client's info like version, identifier, product name to the reception server for detecting malicious clients.
Restored Rigidbody type when RealTimeAgent reacquires ownership.
Allowed setting player TTL to 0.
Added owner PlayerId property to the NetworkID component.
Added Destroy() method to the NetworkID component.
The spawn methods of the SceneSpawner now return the Spawned GameObjects.
Allowed room owner to kick players out of a match.
Exposed gamer server ping and lobby server ping.
Fixed a NULL reference error when calling lobby API in the Application.wantsToQuit callback.
Added Network Inspector tool.
Fixed typo and grammar errors in the SDK.
Allowed host player to toggle SendRealtimeData flag of Non-player NetworkIDs.
Added support for fixed Non-player NetworkID.
Used custom serialization for spawner history to reduce bandwidth usage.
Fixed an issue with FetchHostDataRequest.
Fixed typo and grammar errors in the SDK.
Fixed typo and grammar errors in the SDK.
Added support for host data sync/fetch API. Increased host data capacity to 512 bytes to 1000 bytes.
Added Realtime filter.
Integrated TinyJSON to support serializing user-defined classes and structs.
Added support for SyncProperty groups to reduce bandwidth usage.