The new uLink 1.5.2 Lina is out

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Staffan Einarsson

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Mar 20, 2013, 1:41:45 PM3/20/13
to UnityPark Suite Announcements

Dear fellow UnityPark ornithologists,


An updated version of uLink has left the nest, spread its wings and is now soaring majestically through the sky. It is with tears in our eyes what we watch it and hope that it will, like those before it, hatch many beautiful new games.


The highlights of this release are great improvement in the license key management, encryption and many other Editor GUIs. It also comes with a truckload of assorted improvements and fixes.



uLink 1.5.2 Lina (2013-03-20) [Windows] [Mac] [Linux (tools only)]


New Basic Components:
  • Added ServerAuthentication with a new inspector editor to automatically generate RSA encryption/authentication keys and use them.
  • Added EnterLicenseKey to let you register your license key easily without having to enter it directly in code. This helps minimize the risk of having your license key included in client builds.

Improvements:
  • Optimized editor window "Assign Unique Manual View IDs..." and "Select uLink prefabs to be registered".
  • Added property NetworkView.prefabRoot to get the main game object for the instantiated prefab.
  • Added parent-child relationship info in NetworkView’s inspector.
  • Added more group debug logging.
  • Added support for basic license keys.
  • Improved gizmo icons for uLink components.
  • Improved Update Checker editor window.

Fixes:
  • Fixed possible issue affecting empty groups with the HideGameObjects flag.
  • Removed unnecessary "can't open on invalid port -1" error log message when adding a NetworkP2P component via script.
  • Fixed minor artifact in uLink.MonoBehaviour.ToString().
  • Fixed incorrect HostData.connectedPlayers for some LAN servers.

Changes:
  • Changed "Enter License..." editor window to instead create a game object with the new basic component EnterLicenseKey.
  • Changed default MasterServer.updateRate to 0.05 (20s interval).
  • Changed script SimpleServer to initialize server on Start, instead of Awake.
  • Decreased default RSA key size to 1024 bits for better performance. (However you should always generate your key manually using the new basic component ServerAuthentication.)
  • Removed "NetworkView must be in prefab root" requirement for prefabs.
  • Renamed RPCReceiver.ListOfGameObjects -> RPCReceiver.GameObjects.
  • Renamed rpcReceiverSpecifyGameObjects -> rpcReceiverGameObjects.
  • Renamed NetworkView's & NetworkP2P's listOfGameObjects -> rpcReceiverGameObjects.
  • Changed utility script OverrideNetworkDestroy so it calls the old destroyer method too. If field autoDestroyAfterMessage is not enabled, you can call OverrideNetworkDestroy.Destroy() to trigger the original destroyer.

-- Staffan Einarsson
Engineering

Skype: staffan.einarsson
Phone: +46 70 426 07 46
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