Unity 2021.3 Release Notes

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Malcolm Lozada

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Aug 5, 2024, 4:37:05 AM8/5/24
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Utilitypage to search release notes across all Unity versions and filter them by version and category. Have you ever manually read through pages of release notes to find out if that one iOS bug has been fixed? This web page can help you.

The following content tracks features, updates, bug fixes, and refactoring for the next release of Unity Netcode. Since Netcode for GameObjects is open source, you can access the full release notes and changelogs in the com.unity.netcode.gameobjects GitHub repository.


Is it just me or has this release broken the mods? I don't see the menu available within the game anymore, and CKAN isn't reporting anything amiss. Some mods are reported as incompatible in CKAN at the moment, but regardless, of those that are, none are enabled in game. Am I possibly missing something?


I just figured it out. For some weird reason, BepInEx wasn't installing correctly in CKAN and I didn't see it...it said it was, but there was nothing in the folder. That said, not all mods are funtional. Some I am avoiding (community fixes for example)...I happen to like the K2D2 mod...Shadow Utility is broken for sure.


If you've got any mods currently installed, go into BepInEx - Plugins and delete the contents. That sometimes causes said issue and none of the current mods work as far as I'm aware due to new version of Unity being used.


I'm sure I've seen some improvements on topography yes. Hope it's not placebo because when recording the videos on my previous message above I totally noticed an improvement on how the Mun's surface looked from certain altitudes. Again, it might just be me not having played KSP2 in a bit, but I'd bet on some changes.


Having done some simple missions (like landing on the Mun and driving a small rover there) I have not had any Kraken attack or RuD or anything that just blew up my craft for no reason. That's nice! And the bug that drove me crazy (camera position reset after going to map and back) has been fixed to an extend where I did not have it happen yet at all (I read in the patch notes that some camera refactor is needed to fully fix it but I have not encountered it yet in this release).


But, that was nothing compared to the multiple reminders that I need to consider the relative positions of centre of mass and centre of drag - both into and out of Duna's atmosphere with my crewed lander! I now remember the frustration of ship design rather than just the frustration of bug avoidance...


The following tables list all Amazon GameLift releases with SDK version information. There is no requirement to use comparable SDKs for your game server and client integrations. However, earlier versions of one SDK may not fully support the latest features in another.


The following release notes are in chronological order, with the latest updates listed first. Amazon GameLift was first released in 2016. For release notes dated earlier than those listed here, see the release date links in SDK versions.


With Amazon GameLift managed hosting, you can now deploy game server resources in Nigeria, West Africa, and extend the reach of your games to players throughout Africa. Use AWS Local Zones to place game servers geographically closer to your players to reduce latency and significantly improve gameplay.


To immediately begin hosting game sessions in Nigeria, add the new Nigeria Local Zone as a remote location to a new or existing multi-location fleet. If your game uses Amazon GameLift FlexMatch, update fleets in your matchmaking queue to include the new Local Zone. With multi-location fleets, you can directly manage hosting capacity in each location.


The parent AWS Region for the Lagos, Nigeria Local Zone is the Africa (Cape Town) Region (af-south-1), which Amazon GameLift also supports as a remote location. The Nigeria Local Zone name is af-south-1-los-1a.


The Amazon GameLift console now offers a player session lookup tool that lets you retrieve player session information by game session ID, player session ID, or player ID. Games that use FlexMatch matchmaking automatically generate player sessions for every matched player. For all other games, player sessions are an optional feature.


You can find the player session lookup tool in the main navigation for the Amazon GameLift console. View individual player sessions or compare data across multiple player sessions. You can also open player session data when viewing a game session detail page.


In container fleets, Amazon EC2 instances host one or more of your containers. These containers include your game server along with whatever it requires, including dependencies and configurations. Examples of dependencies include SDKs and software packages. After you upload your container to your private Amazon Elastic Container Registry, Amazon GameLift populates your fleet with the container.


To function in a container fleet, your game server must run in Linux and be integrated with Server SDK 5.x. In a container fleet, you have fine-tuned control of hosting resources so that you can optimize consumption of resources such as CPU units and memory. You can also host multiple game servers in a container to reduce the use of resources.


In a container fleet you get many of the same benefits that other types of fleets have such as On-Demand instance types, scaling (automatic and manual), queues, and matchmaking. You also get the same metrics as other fleet types along with some new ones for containers. Container fleets give you global reach to players in these locations regions:


[Go] You can now call InitSDK() with or without server parameters. Game servers that run on Amazon GameLift managed EC2 fleets read the server parameters directly from environment variables. Game servers on Amazon GameLift Anywhere fleets must call InitSDK() with server parameters.


You've already been able to set game properties when creating game sessions, and to search game sessions for specified properties. Now you can also add and update these properties in an active game session.


For example, your players vote on a map that they want to play on. Your game client calls UpdateGameSession to modify a GameProperty value to "Key": "map", "Value":"jungle". Your game then implements the new map for the players in the game session.


Game administrators can also retrieve useful data from game properties by using the SearchGameSessions operation. For example, administrators can list game sessions that have a Status value of ACTIVE and this game property: "Key": "map", "Value":"desert".


You can now manage your entire Amazon GameLift resource stack using Infrastructure as Code (IaC) tools. These tools include AWS CloudFormation, and also third-party tools such as Terraform and Pulumi. With this added support, you can now focus on building your game, and leverage DevOps strategies to take care of resource management, CI/CD, and deployment to your customers.


You can also now provision and configure all Amazon GameLift resources types by using the AWS Cloud Control API. You can continue to work with resources using the Amazon GameLift APIs or the AWS CloudFormation templates for Amazon GameLift.


The Cloud Control API gives developers a standard set of APIs to create, read, update, delete, and list resources (CRUDL) across hundreds of AWS services and multiple third-party tools like Terraform and Pulumi.


The Amazon GameLift plugin for Unity provides tools and workflows that streamline the steps to getting your Unity game up and running for cloud hosting with Amazon GameLift. Amazon GameLift is a fully managed service that lets game developers manage and scale dedicated game servers for session-based multiplayer games.


With this version, the plugin for Unity is updated to use the latest Amazon GameLift features, including server SDK version 5.x and support for local testing with Amazon GameLift Anywhere. The plugin is compatible with Unity versions Unity 2021.3 LTS and 2022.3 LTS.


Test your game integration with Amazon GameLift using your local workstation as a host. This workflow helps you set up an Amazon GameLift Anywhere fleet for your local machine, launch instances of your game server and client, request a game session through Amazon GameLift, and join the game.


Deploy cloud hosting solution for your integrated game server with Amazon GameLift managed EC2 and supporting AWS resources. This workflow helps you configure your game for cloud hosting, and provides three deployment scenarios:


Each hosting solution includes supporting AWS resources, including an Amazon Cognito user pool that provides unique player IDs and player validation. The solutions also include an Amazon S3 bucket for storage, Amazon SNS event notification, AWS Lambda functions, and other resources.


For the Amazon EC2 workflow, each deployment solution provides a built-in client backend service using Lambda functions. The backend service sits between the game client and the Amazon GameLift service and manages all direct calls to the Amazon GameLift service.


All deployment scenarios, including for Anywhere and Amazon EC2 fleets, use AWS CloudFormation templates to describe and deploy the AWS resources for your game's solution. These templates are included in the Amazon GameLift plugin download. You can use them as is or customize them for your game.


The new Amazon GameLift shared credentials feature allows applications that are deployed on managed EC2 fleets to interact with other AWS resources. This update affects applications that you bundle and deploy along with game server binaries integrated with server SDK version 5.x or later. (Game server executables can already request credentials using the server SDK 5.x GetFleetRoleCredentials() action.)


For example, if you want to deploy your game server build with an Amazon CloudWatch agent to collect EC2 instance metrics and other data, the agent needs permission to interact with your CloudWatch resources. To do this, you must first set up an AWS Identity and Access Management IAM) role with permissions to use the CloudWatch resources, and then configure a fleet with the IAM role and shared credentials enabled. When Amazon GameLift deploys your game server build to each EC2 instance, it generates a shared credentials file and stores it on the instance. All applications on the instance can use the shared credentials. Amazon GameLift automatically refreshes the temporary credentials throughout the life of the instance.

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