diff --git a/com.unity.netcode.gameobjects/Components/NetworkRigidbody.cs b/com.unity.netcode.gameobjects/Components/NetworkRigidbody.cs
new file mode 100644
index 0000000000..82538717e4
--- /dev/null
+++ b/com.unity.netcode.gameobjects/Components/NetworkRigidbody.cs
@@ -0,0 +1,72 @@
+using UnityEngine;
+
+namespace Unity.Netcode.Components
+{
+ ///
+ /// NetworkRigidbody allows for the use of on network objects. By controlling the kinematic
+ /// mode of the rigidbody and disabling it on all peers but the authoritative one.
+ ///
+ [RequireComponent(typeof(Rigidbody))]
+ [RequireComponent(typeof(NetworkTransform))]
+ public class NetworkRigidbody : NetworkBehaviour
+ {
+ private Rigidbody m_Rigidbody;
+
+ private bool m_OriginalKinematic;
+
+ // Used to cache the authority state of this rigidbody during the last frame
+ private bool m_IsAuthority;
+
+ ///
+ /// Gets a bool value indicating whether this on this peer currently holds authority.
+ ///
+ internal bool HasAuthority => NetworkManager.IsServer; // TODO update this once we support owner authoritative NetworkTransform.
+
+ private void Awake()
+ {
+ m_Rigidbody = GetComponent();
+ }
+
+ // Currently commented out because it is not needed as authority currently can't change at runtime.
+ // private void FixedUpdate()
+ // {
+ // if (NetworkManager.IsListening)
+ // {
+ // if (HasAuthority != m_IsAuthority)
+ // {
+ // m_IsAuthority = HasAuthority;
+ // UpdateRigidbodyKinematicMode();
+ // }
+ // }
+ // }
+
+ // Puts the rigidbody in a kinematic non-interpolated mode on everyone but the server.
+ private void UpdateRigidbodyKinematicMode()
+ {
+ if (m_IsAuthority == false)
+ {
+ m_OriginalKinematic = m_Rigidbody.isKinematic;
+ m_Rigidbody.isKinematic = true;
+ }
+ else
+ {
+ // Resets the rigidbody back to it's non replication only state. Happens on shutdown and when authority is lost
+ m_Rigidbody.isKinematic = m_OriginalKinematic;
+ }
+ }
+
+ ///
+ public override void OnNetworkSpawn()
+ {
+ m_IsAuthority = HasAuthority;
+ m_OriginalKinematic = m_Rigidbody.isKinematic;
+ UpdateRigidbodyKinematicMode();
+ }
+
+ ///
+ public override void OnNetworkDespawn()
+ {
+ UpdateRigidbodyKinematicMode();
+ }
+ }
+}
diff --git a/com.unity.netcode.gameobjects/Components/NetworkRigidbody.cs.meta b/com.unity.netcode.gameobjects/Components/NetworkRigidbody.cs.meta
new file mode 100644
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diff --git a/com.unity.netcode.gameobjects/Components/NetworkRigidbody2D.cs b/com.unity.netcode.gameobjects/Components/NetworkRigidbody2D.cs
new file mode 100644
index 0000000000..c17cbe1c66
--- /dev/null
+++ b/com.unity.netcode.gameobjects/Components/NetworkRigidbody2D.cs
@@ -0,0 +1,73 @@
+using UnityEngine;
+
+namespace Unity.Netcode.Components
+{
+ ///
+ /// NetworkRigidbody allows for the use of on network objects. By controlling the kinematic
+ /// mode of the rigidbody and disabling it on all peers but the authoritative one.
+ ///
+ [RequireComponent(typeof(Rigidbody2D))]
+ [RequireComponent(typeof(NetworkTransform))]
+ public class NetworkRigidbody2D : NetworkBehaviour
+ {
+ private Rigidbody2D m_Rigidbody;
+
+ private bool m_OriginalKinematic;
+
+ // Used to cache the authority state of this rigidbody during the last frame
+ private bool m_IsAuthority;
+
+ ///
+ /// Gets a bool value indicating whether this on this peer currently holds authority.
+ ///
+ internal bool HasAuthority => NetworkManager.IsServer; // TODO update this once we support owner authoritative NetworkTransform.
+
+ private void Awake()
+ {
+ m_Rigidbody = GetComponent();
+ }
+
+ // Currently commented out because it is not needed as authority currently can't change at runtime.
+ // private void FixedUpdate()
+ // {
+ // if (NetworkManager.IsListening)
+ // {
+ // if (HasAuthority != m_IsAuthority)
+ // {
+ // m_IsAuthority = HasAuthority;
+ // UpdateRigidbodyKinematicMode();
+ // }
+ // }
+ // }
+
+ // Puts the rigidbody in a kinematic non-interpolated mode on everyone but the server.
+ private void UpdateRigidbodyKinematicMode()
+ {
+ if (m_IsAuthority == false)
+ {
+ m_OriginalKinematic = m_Rigidbody.isKinematic;
+ m_Rigidbody.isKinematic = true;
+ }
+ else
+ {
+ // Resets the rigidbody back to it's non replication only state. Happens on shutdown and when authority is lost
+ m_Rigidbody.isKinematic = m_OriginalKinematic;
+ }
+ }
+
+ ///
+ public override void OnNetworkSpawn()
+ {
+ m_IsAuthority = HasAuthority;
+ m_OriginalKinematic = m_Rigidbody.isKinematic;
+ UpdateRigidbodyKinematicMode();
+ }
+
+ ///
+ public override void OnNetworkDespawn()
+ {
+ m_IsAuthority = false;
+ UpdateRigidbodyKinematicMode();
+ }
+ }
+}
diff --git a/com.unity.netcode.gameobjects/Components/NetworkRigidbody2D.cs.meta b/com.unity.netcode.gameobjects/Components/NetworkRigidbody2D.cs.meta
new file mode 100644
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diff --git a/com.unity.netcode.gameobjects/Tests/Runtime/Physics.meta b/com.unity.netcode.gameobjects/Tests/Runtime/Physics.meta
new file mode 100644
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diff --git a/com.unity.netcode.gameobjects/Tests/Runtime/Physics/NetworkRigidbody2DTest.cs b/com.unity.netcode.gameobjects/Tests/Runtime/Physics/NetworkRigidbody2DTest.cs
new file mode 100644
index 0000000000..dcba283eb4
--- /dev/null
+++ b/com.unity.netcode.gameobjects/Tests/Runtime/Physics/NetworkRigidbody2DTest.cs
@@ -0,0 +1,77 @@
+using System.Collections;
+using NUnit.Framework;
+using Unity.Netcode.Components;
+using UnityEngine;
+using UnityEngine.TestTools;
+
+namespace Unity.Netcode.RuntimeTests.Physics
+{
+ public class NetworkRigidbody2DDynamicTest : NetworkRigidbodyTestBase
+ {
+ public override bool Kinematic => false;
+ }
+
+ public class NetworkRigidbody2DKinematicTest : NetworkRigidbodyTestBase
+ {
+ public override bool Kinematic => true;
+ }
+
+ public abstract class NetworkRigidbody2DTestBase : BaseMultiInstanceTest
+ {
+ protected override int NbClients => 1;
+
+ public abstract bool Kinematic { get; }
+
+ [UnitySetUp]
+ public override IEnumerator Setup()
+ {
+ yield return StartSomeClientsAndServerWithPlayers(true, NbClients, playerPrefab =>
+ {
+ playerPrefab.AddComponent();
+ playerPrefab.AddComponent();
+ playerPrefab.AddComponent();
+ playerPrefab.GetComponent().isKinematic = Kinematic;
+ });
+ }
+
+ ///
+ /// Tests that a server can destroy a NetworkObject and that it gets despawned correctly.
+ ///
+ ///
+ [UnityTest]
+ public IEnumerator TestRigidbodyKinematicEnableDisable()
+ {
+ // This is the *SERVER VERSION* of the *CLIENT PLAYER*
+ var serverClientPlayerResult = new MultiInstanceHelpers.CoroutineResultWrapper();
+ yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.GetNetworkObjectByRepresentation((x => x.IsPlayerObject && x.OwnerClientId == m_ClientNetworkManagers[0].LocalClientId), m_ServerNetworkManager, serverClientPlayerResult));
+ var serverPlayer = serverClientPlayerResult.Result.gameObject;
+
+ // This is the *CLIENT VERSION* of the *CLIENT PLAYER*
+ var clientClientPlayerResult = new MultiInstanceHelpers.CoroutineResultWrapper();
+ yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.GetNetworkObjectByRepresentation((x => x.IsPlayerObject && x.OwnerClientId == m_ClientNetworkManagers[0].LocalClientId), m_ClientNetworkManagers[0], clientClientPlayerResult));
+ var clientPlayer = clientClientPlayerResult.Result.gameObject;
+
+ Assert.IsNotNull(serverPlayer);
+ Assert.IsNotNull(clientPlayer);
+
+ int waitFor = Time.frameCount + 2;
+ yield return new WaitUntil(() => Time.frameCount >= waitFor);
+
+ // server rigidbody has authority and should have a kinematic mode of false
+ Assert.True(serverPlayer.GetComponent().isKinematic == Kinematic);
+
+ // client rigidbody has no authority and should have a kinematic mode of true
+ Assert.True(clientPlayer.GetComponent().isKinematic);
+
+ // despawn the server player
+ serverPlayer.GetComponent().Despawn(false);
+
+ yield return null;
+
+ Assert.IsTrue(serverPlayer.GetComponent().isKinematic == Kinematic);
+
+ yield return null;
+ Assert.IsTrue(clientPlayer == null); // safety check that object is actually despawned.
+ }
+ }
+}
diff --git a/com.unity.netcode.gameobjects/Tests/Runtime/Physics/NetworkRigidbody2DTest.cs.meta b/com.unity.netcode.gameobjects/Tests/Runtime/Physics/NetworkRigidbody2DTest.cs.meta
new file mode 100644
index 0000000000..48faa513f7
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diff --git a/com.unity.netcode.gameobjects/Tests/Runtime/Physics/NetworkRigidbodyTest.cs b/com.unity.netcode.gameobjects/Tests/Runtime/Physics/NetworkRigidbodyTest.cs
new file mode 100644
index 0000000000..13a57a3bce
--- /dev/null
+++ b/com.unity.netcode.gameobjects/Tests/Runtime/Physics/NetworkRigidbodyTest.cs
@@ -0,0 +1,77 @@
+using System.Collections;
+using NUnit.Framework;
+using Unity.Netcode.Components;
+using UnityEngine;
+using UnityEngine.TestTools;
+
+namespace Unity.Netcode.RuntimeTests.Physics
+{
+ public class NetworkRigidbodyDynamicTest : NetworkRigidbodyTestBase
+ {
+ public override bool Kinematic => false;
+ }
+
+ public class NetworkRigidbodyKinematicTest : NetworkRigidbodyTestBase
+ {
+ public override bool Kinematic => true;
+ }
+
+ public abstract class NetworkRigidbodyTestBase : BaseMultiInstanceTest
+ {
+ protected override int NbClients => 1;
+
+ public abstract bool Kinematic { get; }
+
+ [UnitySetUp]
+ public override IEnumerator Setup()
+ {
+ yield return StartSomeClientsAndServerWithPlayers(true, NbClients, playerPrefab =>
+ {
+ playerPrefab.AddComponent();
+ playerPrefab.AddComponent();
+ playerPrefab.AddComponent();
+ playerPrefab.GetComponent().isKinematic = Kinematic;
+ });
+ }
+
+ ///
+ /// Tests that a server can destroy a NetworkObject and that it gets despawned correctly.
+ ///
+ ///
+ [UnityTest]
+ public IEnumerator TestRigidbodyKinematicEnableDisable()
+ {
+ // This is the *SERVER VERSION* of the *CLIENT PLAYER*
+ var serverClientPlayerResult = new MultiInstanceHelpers.CoroutineResultWrapper();
+ yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.GetNetworkObjectByRepresentation((x => x.IsPlayerObject && x.OwnerClientId == m_ClientNetworkManagers[0].LocalClientId), m_ServerNetworkManager, serverClientPlayerResult));
+ var serverPlayer = serverClientPlayerResult.Result.gameObject;
+
+ // This is the *CLIENT VERSION* of the *CLIENT PLAYER*
+ var clientClientPlayerResult = new MultiInstanceHelpers.CoroutineResultWrapper();
+ yield return MultiInstanceHelpers.Run(MultiInstanceHelpers.GetNetworkObjectByRepresentation((x => x.IsPlayerObject && x.OwnerClientId == m_ClientNetworkManagers[0].LocalClientId), m_ClientNetworkManagers[0], clientClientPlayerResult));
+ var clientPlayer = clientClientPlayerResult.Result.gameObject;
+
+ Assert.IsNotNull(serverPlayer);
+ Assert.IsNotNull(clientPlayer);
+
+ int waitFor = Time.frameCount + 2;
+ yield return new WaitUntil(() => Time.frameCount >= waitFor);
+
+ // server rigidbody has authority and should have a kinematic mode of false
+ Assert.True(serverPlayer.GetComponent().isKinematic == Kinematic);
+
+ // client rigidbody has no authority and should have a kinematic mode of true
+ Assert.True(clientPlayer.GetComponent().isKinematic);
+
+ // despawn the server player
+ serverPlayer.GetComponent().Despawn(false);
+
+ yield return null;
+
+ Assert.IsTrue(serverPlayer.GetComponent().isKinematic == Kinematic);
+
+ yield return null;
+ Assert.IsTrue(clientPlayer == null); // safety check that object is actually despawned.
+ }
+ }
+}
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diff --git a/testproject/Assets/Samples/Physics/PhysicsSample.unity.meta b/testproject/Assets/Samples/Physics/PhysicsSample.unity.meta
new file mode 100644
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diff --git a/testproject/Assets/Samples/Physics/PhysiscSampleLightingSettings.lighting b/testproject/Assets/Samples/Physics/PhysiscSampleLightingSettings.lighting
new file mode 100644
index 0000000000..3d81fd3433
--- /dev/null
+++ b/testproject/Assets/Samples/Physics/PhysiscSampleLightingSettings.lighting
@@ -0,0 +1,63 @@
+%YAML 1.1
+%TAG !u! tag:unity3d.com,2011:
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diff --git a/testproject/Assets/Samples/Physics/PhysiscSampleLightingSettings.lighting.meta b/testproject/Assets/Samples/Physics/PhysiscSampleLightingSettings.lighting.meta
new file mode 100644
index 0000000000..7f3aa4de42
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+++ b/testproject/Assets/Samples/Physics/PhysiscSampleLightingSettings.lighting.meta
@@ -0,0 +1,8 @@
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diff --git a/testproject/Assets/Samples/SamplesMenu.unity b/testproject/Assets/Samples/SamplesMenu.unity
index 6c8fd9667d..389fa5eb71 100644
--- a/testproject/Assets/Samples/SamplesMenu.unity
+++ b/testproject/Assets/Samples/SamplesMenu.unity
@@ -2500,6 +2500,7 @@ MonoBehaviour:
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- {fileID: 11400000, guid: d2e34ed37c087154dbd7f89fd463801b, type: 2}
- {fileID: 11400000, guid: 138603ab28f532140b48a57bea0e54b0, type: 2}
+ - {fileID: 11400000, guid: 7289196bc52552d458b24c94498df352, type: 2}
m_SceneMenusDropDownList: {fileID: 1362704539}
m_OptionsList:
m_Options:
diff --git a/testproject/Assets/Scripts/DrawRay.cs b/testproject/Assets/Scripts/DrawRay.cs
new file mode 100644
index 0000000000..6f546d4160
--- /dev/null
+++ b/testproject/Assets/Scripts/DrawRay.cs
@@ -0,0 +1,25 @@
+using UnityEngine;
+
+[RequireComponent(typeof(LineRenderer))]
+public class DrawRay : MonoBehaviour
+{
+ private LineRenderer m_LineRenderer;
+
+ private void Awake()
+ {
+ m_LineRenderer = GetComponent();
+ m_LineRenderer.SetPosition(0, transform.position);
+ }
+
+ private void FixedUpdate()
+ {
+ if (Physics.Raycast(new Ray(transform.position, transform.forward * 10), out RaycastHit hit, 10, Physics.DefaultRaycastLayers))
+ {
+ m_LineRenderer.SetPosition(1, hit.point);
+ }
+ else
+ {
+ m_LineRenderer.SetPosition(1, transform.position + transform.forward * 10);
+ }
+ }
+}
diff --git a/testproject/Assets/Scripts/DrawRay.cs.meta b/testproject/Assets/Scripts/DrawRay.cs.meta
new file mode 100644
index 0000000000..f75d722d01
--- /dev/null
+++ b/testproject/Assets/Scripts/DrawRay.cs.meta
@@ -0,0 +1,11 @@
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diff --git a/testproject/Assets/Scripts/OnCollisionColor.cs b/testproject/Assets/Scripts/OnCollisionColor.cs
new file mode 100644
index 0000000000..c235ad8a2d
--- /dev/null
+++ b/testproject/Assets/Scripts/OnCollisionColor.cs
@@ -0,0 +1,33 @@
+using System.Collections;
+using UnityEngine;
+
+public class OnCollisionColor : MonoBehaviour
+{
+ private int m_CollisionCount;
+
+ public void OnCollisionEnter(Collision other)
+ {
+ m_CollisionCount++;
+ HandleCollisionCountChanged();
+ StartCoroutine(StayColored());
+ }
+
+ private void HandleCollisionCountChanged()
+ {
+ if (m_CollisionCount > 0)
+ {
+ GetComponent().material.color = Color.red;
+ }
+ else
+ {
+ GetComponent().material.color = Color.white;
+ }
+ }
+
+ private IEnumerator StayColored()
+ {
+ yield return new WaitForSeconds(0.2f);
+ m_CollisionCount--;
+ HandleCollisionCountChanged();
+ }
+}
diff --git a/testproject/Assets/Scripts/OnCollisionColor.cs.meta b/testproject/Assets/Scripts/OnCollisionColor.cs.meta
new file mode 100644
index 0000000000..7fe4830e5f
--- /dev/null
+++ b/testproject/Assets/Scripts/OnCollisionColor.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: b310964cc951d7d4a8b6a83cb280fee7
+MonoImporter:
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diff --git a/testproject/Assets/Scripts/PlayerMovement.cs b/testproject/Assets/Scripts/PlayerMovement.cs
index 77216d97b9..8e1d771d03 100644
--- a/testproject/Assets/Scripts/PlayerMovement.cs
+++ b/testproject/Assets/Scripts/PlayerMovement.cs
@@ -8,28 +8,17 @@ public class PlayerMovement : NetworkBehaviour
private float m_Speed = 20.0f;
[SerializeField]
private float m_RotSpeed = 5.0f;
- private Rigidbody m_Rigidbody;
public static Dictionary Players = new Dictionary();
private void Start()
{
- m_Rigidbody = GetComponent();
if (IsLocalPlayer)
{
var temp = transform.position;
temp.y = 0.5f;
transform.position = temp;
}
-
- if (m_Rigidbody)
- {
- // Only the owner should ever move an object
- // If we don't set the non-local-player object as kinematic,
- // the local physics would apply and result in unwanted position
- // updates being sent up
- m_Rigidbody.isKinematic = !IsLocalPlayer;
- }
}
public override void OnNetworkSpawn()
diff --git a/testproject/Assets/Scripts/Spawner.cs b/testproject/Assets/Scripts/Spawner.cs
new file mode 100644
index 0000000000..bda6f787e4
--- /dev/null
+++ b/testproject/Assets/Scripts/Spawner.cs
@@ -0,0 +1,38 @@
+using System.Collections;
+using Unity.Netcode;
+using UnityEngine;
+
+public class Spawner : MonoBehaviour
+{
+ public GameObject Prefab;
+ public float Frequency;
+
+ private void OnServerStarted()
+ {
+ StartCoroutine(SpawnRoutine());
+ }
+
+ private IEnumerator SpawnRoutine()
+ {
+ while (true)
+ {
+ yield return new WaitForSeconds(Frequency);
+ var go = Instantiate(Prefab, transform.position, Quaternion.identity);
+ var networkObject = go.GetComponent();
+ networkObject.Spawn();
+ }
+ }
+
+ private void Start()
+ {
+ NetworkManager.Singleton.OnServerStarted += OnServerStarted;
+ }
+
+ private void OnDestroy()
+ {
+ if (NetworkManager.Singleton != null)
+ {
+ NetworkManager.Singleton.OnServerStarted -= OnServerStarted;
+ }
+ }
+}
diff --git a/testproject/Assets/Scripts/Spawner.cs.meta b/testproject/Assets/Scripts/Spawner.cs.meta
new file mode 100644
index 0000000000..9b992aec32
--- /dev/null
+++ b/testproject/Assets/Scripts/Spawner.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 73d0710f702ebbf4b9e70d41c06e7678
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/testproject/Assets/Scripts/TriggerColorChanger.cs b/testproject/Assets/Scripts/TriggerColorChanger.cs
new file mode 100644
index 0000000000..195b8eb54d
--- /dev/null
+++ b/testproject/Assets/Scripts/TriggerColorChanger.cs
@@ -0,0 +1,28 @@
+using UnityEngine;
+
+public class TriggerColorChanger : MonoBehaviour
+{
+ private Material m_Material;
+
+ private int m_ActiveTriggerCount;
+
+ private void Start()
+ {
+ m_Material = GetComponent().material;
+ }
+
+ private void OnTriggerEnter(Collider other)
+ {
+ m_Material.color = Color.green;
+ m_ActiveTriggerCount++;
+ }
+
+ private void OnTriggerExit(Collider other)
+ {
+ m_ActiveTriggerCount--;
+ if (m_ActiveTriggerCount == 0)
+ {
+ m_Material.color = Color.white;
+ }
+ }
+}
diff --git a/testproject/Assets/Scripts/TriggerColorChanger.cs.meta b/testproject/Assets/Scripts/TriggerColorChanger.cs.meta
new file mode 100644
index 0000000000..430f72ddfc
--- /dev/null
+++ b/testproject/Assets/Scripts/TriggerColorChanger.cs.meta
@@ -0,0 +1,11 @@
+fileFormatVersion: 2
+guid: 08cb6173d0006264f829ee44732d3d08
+MonoImporter:
+ externalObjects: {}
+ serializedVersion: 2
+ defaultReferences: []
+ executionOrder: 0
+ icon: {instanceID: 0}
+ userData:
+ assetBundleName:
+ assetBundleVariant:
diff --git a/testproject/Assets/Tests/Manual/Scripts/PlayerMovementManager.cs b/testproject/Assets/Tests/Manual/Scripts/PlayerMovementManager.cs
index 73a887c657..763ef5819e 100644
--- a/testproject/Assets/Tests/Manual/Scripts/PlayerMovementManager.cs
+++ b/testproject/Assets/Tests/Manual/Scripts/PlayerMovementManager.cs
@@ -12,24 +12,12 @@ public class PlayerMovementManager : NetworkBehaviour
private RandomMovement m_RandomMovement;
- private Rigidbody m_Rigidbody;
-
-
// Start is called before the first frame update
private void Start()
{
m_RandomMovement = GetComponent();
}
- public override void OnNetworkSpawn()
- {
- m_Rigidbody = GetComponent();
- if (m_Rigidbody != null)
- {
- m_Rigidbody.isKinematic = !NetworkObject.NetworkManager.IsServer;
- }
- }
-
private void Update()
{
if (NetworkObject != null)