diff --git a/com.unity.netcode.gameobjects/CHANGELOG.md b/com.unity.netcode.gameobjects/CHANGELOG.md index 8a679081f8..974ea4793a 100644 --- a/com.unity.netcode.gameobjects/CHANGELOG.md +++ b/com.unity.netcode.gameobjects/CHANGELOG.md @@ -25,6 +25,7 @@ Additional documentation and release notes are available at [Multiplayer Documen - Fixed error when serializing ConnectionApprovalMessage with scene management disabled when one or more objects is hidden via the CheckObjectVisibility delegate (#1720) - Fixed CheckObjectVisibility delegate not being properly invoked for connecting clients when Scene Management is enabled. (#1680) - Fixed NetworkList to properly call INetworkSerializable's NetworkSerialize() method (#1682) +- Fixed The NetworkConfig's checksum hash includes the NetworkTick so that clients with a different tickrate than the server are identified and not allowed to connect (#1728) - Fixed OwnedObjects not being properly modified when using ChangeOwnership (#1731) ## [1.0.0-pre.5] - 2022-01-26 diff --git a/com.unity.netcode.gameobjects/Runtime/Configuration/NetworkConfig.cs b/com.unity.netcode.gameobjects/Runtime/Configuration/NetworkConfig.cs index ccd628f2a6..83cc18c4aa 100644 --- a/com.unity.netcode.gameobjects/Runtime/Configuration/NetworkConfig.cs +++ b/com.unity.netcode.gameobjects/Runtime/Configuration/NetworkConfig.cs @@ -239,6 +239,8 @@ public ulong GetConfig(bool cache = true) writer.WriteValueSafe(sortedEntry.Key); } } + + writer.WriteValueSafe(TickRate); writer.WriteValueSafe(ConnectionApproval); writer.WriteValueSafe(ForceSamePrefabs); writer.WriteValueSafe(EnableSceneManagement);