From 4ae2675fd679a511d64aafc79a0e1e9c033266cf Mon Sep 17 00:00:00 2001 From: jilfranco-unity Date: Wed, 5 Jul 2023 14:53:57 -0400 Subject: [PATCH 1/2] Workaround fix for the ui graphics bug (more explanation in pr!) --- ProjectSettings/QualitySettings.asset | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) diff --git a/ProjectSettings/QualitySettings.asset b/ProjectSettings/QualitySettings.asset index ee7fda607..de8676937 100644 --- a/ProjectSettings/QualitySettings.asset +++ b/ProjectSettings/QualitySettings.asset @@ -1,3 +1,3 @@ version https://git-lfs.github.com/spec/v1 -oid sha256:a6e88db416c8c4bd6e8dc3cf49115a3ecc2a384338961159ead30302f2cef37f -size 8255 +oid sha256:61870a7ac01e671b8f4820838c06e7d456098ca2f44f16a0bc45d830c77c703b +size 10861 From 7fda3b565bbd9e742e7ebb34485eb1b211a62d3e Mon Sep 17 00:00:00 2001 From: jilfranco-unity Date: Wed, 5 Jul 2023 15:12:21 -0400 Subject: [PATCH 2/2] changelog update --- CHANGELOG.md | 1 + 1 file changed, 1 insertion(+) diff --git a/CHANGELOG.md b/CHANGELOG.md index fac762d73..d5c1d2a4b 100644 --- a/CHANGELOG.md +++ b/CHANGELOG.md @@ -16,6 +16,7 @@ Additional documentation and release notes are available at [Multiplayer Documen * Updated Multiplayer Tools to version 2.0.0-pre.3 (#840) * NetworkTransform bandwidth optimizations applied to NetworkObject prefabs inside project (#836) Netcode for GameObjects v1.4.0 introduced bandwidth compression techniques to further reduce the bandwidth footprint of a NetworkTransform's synchronization payload. Inside Boss Room, the base prefab for PCs and NPCs, Character, had its NetworkTransform modified to now utilize half float precision, ie. "Use Half Float Precision" set to true. Its y position is also explicitly no longer synced. This results in a net 5 byte reduction in a NetworkTransform's synchronization payload. This bandwidth reduction was applied also to the Archer's arrow NetworkObject prefabs. Additionally, several NetworkObjects have now their "Synchronize Transform" flag disabled inside their NetworkObject component, meaning that its transform properties will not be synced when spawning and/or when late-joining clients connect. This is particularly useful if the NetworkObject is used more for management related tasks and has no spatial synchronization needs. For more information, see [Netcode for GameObjects' v1.4.0 release notes](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/releases/tag/ngo%2F1.4.0). * Updated Unity Transport Package to version 2.0.2 (#843). This gives access to the NetworkSimulator tool. +* Changed quality settings to allow full resolution MipMaps on mobile as a workaround for a regression in UI UV scaling (#848) ## [2.1.0] - 2023-04-27