Release Notes
3.0.0
Breaking Changes
- The Quantum SDK is now a unitypackage.
- Renamed PhotonDeterministic.dll to
Quantum.Deterministic.dll
and QuantumCore.dll toQuantum.Engine.dll
. - Upgraded network libraries to Photon Realtime 5 (see Realtime changelog separately).
- All Unity-only scripts have been put in
Quantum
namespace and have been givenQuantum
prefix (e.g.MapData
->QuantumMapData
,EntityPrototype
->QuantumEntityPrototype
). - The
PhysicsCollider
2D and 3D components now have a field calledLayer Source
which defines where the layer info should come from. This might require colliders layers to be set again; - The
AssetBase
class is no longer functional. AssetObject
now derive fromUnityEngine.ScriptableObject
. This means that there is no longer the need forAssetBase
wrapper and all the partialAssetBase
extensions need to be moved toAssetObject
definitions. Tools that migrate asset data without data loss are provided on our website.AssetObjects
need to be created withAssetObject.Create<T>
orT.Create
.- To add a new list of assets (e.g. with Addressables), mark a method with
[QuantumGlobalScriptableObjectLoaderMethod]
attribute. IAssetSerializer
interface changed, it also deals withRuntimePlayer
andRuntimeConfig
serializationAssetObjects
referencing otherAssetObjects
directly (not byAssetRef<T>
) are supported, but will no longer be fully serializable by the defaultIAssetSerializer
. This should be a concern for when any non-Unity runner is used or such assets are used in theDynamicDB
.- More consistent
DynamicAssetDB
behavior - assets can be added and disposed only during verified frames. Also,AssetObject.Disposed
is called whenever a dynamic asset is disposed. Previous behavior can be restored withQuantumGameFlags.EnableLegacyDynamicDBMode
game flag - Unless
QuantumGameFlags.EnableLegacyDynamicDBMode
is used, all assets in theDynamicAssetDB
will get disposed upon shutting down simulation. - Removed "standalone assets" /
QPrefabs
. They have been fully replaced with standalone prototypes. All_data
files should be removed. - Removed built-in support for AssetBundles.
RuntimeConfig
andRuntimePlayer
are serialized with Json when send to the server.- Added the
$type
property to Json serializedRuntimeConfig
andRuntimePlayer
to be able to deserialize the file outside of Unity, useQuantumUnityJsonSerializer.SerializeConfig(Stream stream, IRuntimeConfig config)
to export RuntimePlayer and RuntimeConfig or add"$type":"Quantum.RuntimeConfig, Quantum.Simulation"
or"$type":"Quantum.RuntimePlayer, Quantum.Simulation"
to the respective Jsons. MapDataBakeCallbacks
implemented in a custom assembly it has to be made known by adding this[assembly: QuantumMapBakeAssembly]
to the script.- Changed the timing around the
GameStarted
callback. It is now only called once per started Quantum session and, when waiting for a snapshot, it will be called after the snapshot has arrived withisResync
= true. - Collections used in events are now passed by their appropriate pointer type (e.g.
list<T>
->QListPtr<T>
). Was:Ptr
Frame.Heap
is no longer aHeap*
but instead a reference to a managedFrameHeap
instance, which shares the same API and adds allocation tracking capabilities. Direct usages offrame.Heap->
can be replaced byframe.Heap.
instead.- The default backing type for
flags
in DSL is now Int32 (was: Int64) - Added the
isResync
parameter to theGameStarted
callback (which is true, when the callback is invoked after the game has been re-synced for example after a late-join). - Changed
QuantumNavMesh.ImportSettings.LinkErrorCorrection
type frombool
tofloat
(representing a distance). NavMeshRegionMask.HasValidRegions()
now returnstrue
for the "MainArea", useHasValidNoneMainRegion
instead to only query for non-MainArea regions- AppSettings.RealtimeAppId was replaced by AppSettings.QuantumAppId, the Unity inspector will automatically swap them when the PhotonServerSettings asset is inspected.
- Changed the replay file format and renamed it to
QuantumReplayFile
, marking the old name obsolete. Asset DB, RuntimeConfig and InputHistory are now saved with a Json friendly wrapper that works around how verbose the Unity Json tool saves byte arrays, reducing the replay file size when saved in Unity a lot, - The Quantum3 server will automatically block all non-protocol messages and all Photon Realtime player properties. Unblock them using the Photon dashboard and set
BlockNonProtocolMessages
andBlockPlayerProperties
tofalse
. - Removed
DeterministicGameMode.Spectating
(useMultiplay
) because all online Quantum simulation are started in spectating mode by default until a player is added. - Also check out other references
- Migration Guide:
https://doc.photonengine.com/quantum/v3/getting-started/migration-guide
- What's New:
https://doc.photonengine.com/quantum/v3/getting-started/whats-new
- Photon Realtime 5 changelogs (
Assets\Photon\PhotonLibs\changes-library.txt
,Assets\Photon\PhotonRealtime\Code\changes-realtime.txt
)
- Migration Guide:
What's New
- Added input delta compression.
- Increasing minimum Unity version to 2021 LTS.
- New start online protocol to support adding and removing players at runtime.
- Added Quantum webhooks for the Photon Public Cloud.
- Increased maximum player count to 128.
- Added support for up to 512 components (use
#pragma max_components 512
to enable) - Added predicted commands.
- Added support for capsule shapes.
- Added snapshot interpolation mode for entities.
- Added
QuantumHud
window that displays onboarding information and installs Quantum user scripts, assets and demos. - Added a new graphical demo menu that can be installed with the QuantumHub and includes MPPM support for Unity 6.
- Added the Asteroid game sample that can be installed with the QuantumHub.
- Added a new GUI to toggle Quantum gizmos.
- Added async support for connection handling.
- Added support for assets that are neither a Resource nor Addressable. Direct references to such assets are stored in
QuantumUnityDB
. QuantumUnityDB.Get[Global]AssetGuids
- ability to iterate over GUIDs, based on asset types.- Added support for
netstandard2.1
. - Added full support for Odin inspector.
- Polished Quantum Unity inspector and added code documentation foldouts.
- Added a Newtonsoft-powered Json deserializer can now read
[SerializeReferences]
(uses theQuantum.Json.dll
dependency for non-Unity platforms). - Added a data-driven way of adding systems (see
SystemsConfig.asset
). - Added
AllowedLobbyProperties
dashboard variable to restrict lobby property usage for Photon matchmaking. - Added
Quantum.Log.dll
dependency, which introduces theQuantum.LogType
and can clash withUnityEngine.LogType
when migrating. - Added Quantum debug dll toggle to switch between Debug and Release Quantum dlls in Unity
- Added position and rotation teleport support for Transform2D, Transform3D and QuantumEntityView.
- Increased max navmesh region count to 128.
- Added
Frame.PlayerConnectedCount
. - Added
FrameThreadSafe.GetGlobal()
extension method. - Added
EntityViewComponent
s, a quick way to add view logic to the Quantum entity views. - Added entity view pooling (add
QuantumEntityViewPool
to theEntityViewUpdater
game object) - Added dotnet Quantum dll build (see
QuantumDotnetBuildSettings
asset). - Added a dotnet console replay runner app project that is generated to the non-Unity simulation project.
- Added a tool to quickly convert Unity colliders to Quantum colliders
GameObject/Quantum/Convert Colliders
. - Added Quantum Unity script templates.
- Added
DynamicMap
core type, a specialization of Map as a Dynamic Asset capable of triggering internal updates when modifying static colliders and of serializing runtime mesh data.
Changes
- Unified CodeGen tools into one that is used from the UnityEditor.
- Unified QuantumRunner and SessionContainer into the
SessionRunner
class and moved it to theQuantumGame
project. - Component prototype suffix has been changed from
_Prototype
toPrototype
. - Component prototype wrapper prefix changed from
EntityComponent
toQPrototype
(e.g.EntityComponentTransform2D
->QPrototypeTransform2D
). Frame.Assets
is now obsolete. UseFrame.FindAsset<T>
instead.AssetObjectConfigAttribute
is obsoleted and no longer functional.AssetObject
is no longer restricted to being in the same assembly as Quantum simulation code. If the simulation code needs to access such assets, it can either use a base class or an interface. This allowsAssetObjects
to be extended with any Unity-specific data.AssetRefT
generated types are now obsolete, useAssetRef<T>
instead.asset T;
andimport asset T;
are no longer needed in .qtn files. Any type derived fromAssetObject
is already a fully functional Quantum asset now and can be used withAssetRef<T>
fields.AssetObject.Guid
is now deterministic by default, based on Unity's GUID andfileId
. When needed can be overridden (e.g. for assets imported from Quantum 2.1) - such overrides are stored inQuantumEditorSettings
. TurningAssetGuids
deterministic speeds upQuantumUnityDB
by an order of magnitude.UnityDB
has been obsoleted andAssetResourceContainer
has been removed.QuantumUnityDB
replaced both and uses more consistent method naming.- Prototype assets for new prefabs are created as standalone assets, with
EntityPrototype
suffix andqprototype
extension. This fully decouples loading prototypes during simulation from their source prefab, improving asset load times and avoiding deadlock issues with Unity's job system. - All Quantum assets located in asset search paths are now marked with
QuantumAsset
label. - Moved NavMesh baking to the
Quantum Simulation
project to bake parts deterministically (not the Unity navmesh export). - Removed the
MovementType.DynamicBody
andMovementType.CharacterController2D
from the NavmeshAgentConfig. SelectMovementType.Callback
instead and perform movement during theISignalOnNavMeshMoveAgent
callback. The removed options were only good for prototyping and led to a lot of questions. - Changed
QuantumNavMesh.BakeData
and related data structures to only use fixed point vectors. - Replaced non-deterministic code (Triangle Normal Computation) in
BakeNavMesh()
with fixed point math. - Moved navmesh link detection and error correction from
BakeNavMesh()
toImportFromUnity()
,StartTriangle
andEndTriangle
now are set onBakeData.Links
. - The MainArea of the navmesh now has its own valid navmesh region (always index 0) and can be toggled on/off and can be properly used for navmesh queries like
LineOfSight()
orFindClosestTriangle()
. - Changed
BakeNavMesh
signature to only use relevant data types. - Replaced the signal
OnPlayerDataSet(PlayerRef player)
withOnPlayerAdded(PlayerRef player, bool firstTime)
wherefirstTime
signals this is the first time that this player was assigned.. - Added
OnPlayerRemoved(PlayerRef player)
signal. - Added a parameter to the
GameStarted
callback (isResync
: true, when the callback is invoked after the game has been re-synced for example after a late-join). - Removed the
ReleaseProfiler
configuration from the code solutions and replacing it with a flag inStartParameters.GameFlags
calledQuantumGameFlags.EnableTaskProfiler
. - Removed API that was deprecated in Quantum 2.1.
- All Quantum Unity MonoBehaviours now derive from
QuantumMonoBehaviour
. - All Quantum Unity ScriptableObjects now derive from
QuantumScriptableObject
. - The state inspector now shows all relevant configs when selecting the Runner.
- Restructured the Quantum Unity menus.
Navigation.Raycast2D()
provides information about the border index that generated the closest hit.- Reduced the navmesh binary asset size, control the serialization options under
NavMesh.SerializeType
. By default meta data is now recomputed during runtime, set toNavMeshSerializeType.FullWithMetaData
to disable it. - Drawing debug shapes for development builds must now be opted in by defining the
QUANTUM_DRAW_SHAPES
define (QuantumEditorSettings
has a shortcut to toggle it). - Quantum runtime logging can now be toggled by a
LogLevel
inside theEditorSettings
, the default isWARN
. - The context
LayerInfo
is now exposed inFrameThreadSafe.Layers
property, similarly toFrame.Layers
. Quantum.TypeUtils
is now obsolete
Stable
Build 1548 (Aug 20, 2024)
- Initial stable release
RC
Build 1547 (Aug 15, 2024)
What's New
- Added a unity event callback to the
QuantumDebugRunner
start sequence - DynamicMap can expand existing mesh collider
- Added a
LogLevel
toggle button to the main Quantum Hub screen
Improvements
- 2D and 3D Physics engines no longer integrate linear velocities that move the transform position out of the FP usable range
- Instead, a warn will be logged in debug and the velocity will be reset
Changes
- Map
TriangleMeshCellSize
is now calledSceneMeshCellSize
and is an FP value instead of Int32
Removed
- Obsolete
QuantumEditorSettings.QuantumSolutionPath
property, we have not decided if and how we introduce split solution tooling like in Quantum 2
Bug Fixes
- Fixed: Update used count when removing mesh collider
- Fixed: Mark free triangles as serializable
- Fixed: Apply rotations to navmesh links
- Fixed: The contact point from edge shapes collision in 2D. It was not being converted to the world space
- Fixed: Refactor MeshTriangleVerticesCcw to allow for simulation baking
- Fixed: Static box collider rotation offset was calculated incorrectly
- Fixed: Script compilation errors for Unity 2022.1
- Fixed: An issue that prevented the frame differ to work during checksum errors
- Fixed: The collision between capsule 2D and edges when they are parallel
Build 1543 (Aug 05, 2024)
Bug Fixes
- Fixed:
Exception: MemoryIntegrity Check Failed: globals.PlayerConnectedCount overlaps previous field globals.PhysicsSettings on type Quantum.globals
error - Fixed:
The type or namespace name 'IntPtr' could not be found
error when making a il2cpp build
Build 1542 (Aug 02, 2024)
What's New
- Physics
ShapeCastMinIterations
setting to Simulation Config - Add QoL methods to FrameTimer
- Added XY Toggle to Hub
- AddMeshCollider() include for pos and rot
- 2D and 3D JointPrototype.Materialize overloads that receive anchor references instead of a PrototypeMaterializationContext
- Support to physics QueryOptions and CallbackFlags in the DSL and generated prototypes
Improvements
- Physics Shape Cast accuracy when very close to a collider at the cast origin
FrameTimer
helper methods and properties, along with improvements to the API doc
Changes
- CodeGen - an error is raised if a struct nested in
input
definition hasbutton
field.button
fields are only meant to be used directly - Assemblies added to the
QuantumDotnetProjectSettings.IncludePaths
or marked withQuantumDotnetInclude
are added as references to the exported project [RangeEx]
attribute supports FP properties- When removing a component T or destroying an entity that
Has<T>
,ComponentCount<T>
is now reduced after component-remove signals are invoked instead of before - Changing the coding conventions of script templates to a more common C# style
- Renamed
PrototypeMaterializationContext.ComponentTypeIndex
toComponentTypeId
- Terrain Collider now detects degenerate triangles, logs a warning and does not bake them into the serialized mesh
Bug Fixes
- Fixed: 3D Shape Cast queries with DetectOverlapsAtCastOrigin option not working correctly for 3D mesh hits
- Fixed: AsteroidsWaveSpawnerSystem
- Fixed: Removed halfHeight from Draw2DCapsuleShape when QUANTUM_XY
- Fixed: The LineIntersectsAABB function was setting the Y size of AABB as the same values as X
- Fixed: The size of capsules and circles when using the function Debug.Draw
- Fixed: Issue with component Filters that caused the 'any' filter rule to be disregarded and the 'without' rule be used in its place
- Fixed: Using
entity_ref
ininput
causing "Fixed size input (size: X) is enabled but input size we got was Y" errors - Fixed: Warnings in
SimulationConfig
in standalone project - Fixed: Using unions in
input
causing "Fixed size input (size: X) is enabled but input size we got was Y" errors - Fixed: The penetration correction when an object collides with multiple triangles
- Fixed:
QuantumGameFlags.EnableTaskProfiler
flag having an opposite effect: not passing it inSessionRunner.Arguments.GameFlags
enabled the profiler, passing it in - disabled - Fixed: Inconsistent naming of parameters in
GetEventTypeCodeGen
- Fixed: GC allocs on entering each task profiler section, if task profiler is enabled
- Fixed: Prototype assets of variant prefabs not being updated if base prefab adds/removes component prototypes
- Fixed: Quantum Task Profiler data is saved as .dat,json and cannot be loaded without manually renaming it
- Fixed: Quantum DB Window does not respect the ‘Sync Selection’ option and always syncs selection
- Fixed: Making the Asteriods sample work in
QUANTUM_XY
mode - Fixed: Added
Preserve
attribute to all Asteroids systems - Fixed: QuantumEditorSettings now has a toggle for Quantum XY
- Fixed: The collision between capsule 2D and polygon generates normal vectors to the opposite side to the closest edge
- Fixed: An issue that caused
SceneViewComponents
to be initialized twice when located as a child ofEntityViewUpdater
and theUpdater field was set
- Fixed: Adding the
Preserve
attribute to system templates
Build 1523 (Jul 10, 2024)
Breaking Changes
- FP multiplication is now rounded instead of being truncated, i.e. rounded towards negative infinity
What's New
FP.FromRoundedFloat_UNSAFE
- Extension methods
ToRoundedFP
,ToRoundedFPVector2
andToRoundedFPVector3
- 2D and 3D Compound Shape method to
ReserveCapacity
HostProfiler.CreateMarker
- allows for a lower overhead profiling by creating markers ahead of time
Changes
- Upgraded Photon Realtime to version
5.0.10
HostProfiler.Init
- pass an implementation ofIHostProfiler
rather than a set of delegates
Removed
HostProfiler.Start/EndThread
- 2D and 3D
CollisionResultInfo.InvertResult
is now internal. The.Normal
field already takes the inverted flag into account
Bug Fixes
- Fixed: An issue with
QuantumEntityView
that caused the error correction to initially glitch in some situations - Fixed: StateInspector - adding components crashing the editor
- Fixed: DynamicMap.FromStaticMap() does not maintain AllRuntimeTriangles key
- Fixed: Typo in
InstantReplayConfig.LengthSeconds
- Fixed: 2D and 3D Spring Joint damping ratio not being configurable on the editor
- Fixed: Migration: initial CodeGen not emitting AssetObject stubs correctly
- Fixed: Migration: prefab variants occasionally left unaffected by guid transfer / restoring asset data
Build 1519 (Jul 02, 2024)
Breaking Changes
- FP constant values have been updated to be closer to their target values
PiInv
,PiTimes2
,PiOver2
,PiOver2Inv
,PiOver4
,Pi3Over4
,Pi4Over3
,Deg2Rad
,_0_02
,_0_03
,_0_04
,_0_05
,_0_10
,Rad_360
,Rad_90
,Rad_45
,Rad_22_50
,_1_02
,_1_05
,_1_10
,EN1
,EN3
,EN4
,EN5
,Epsilon
,Log2_10
Changes
- Upgraded Photon Realtime to version 5.0.9 (26. June 2024)
DebugMesh
is obsolete now, useQuantumMeshCollider.Global
insteadUnlit/Quantum Debug Draw
renamed toUnlit/Quantum Debug
- Moved the shader file
QuantumDebugDraw.shader
toAssets/Photon/Quantum/Runtime/RuntimeAssets
- The Quantum Hub installation button is no longer disabled when the installation is detected as complete
- Iterating
DynamicAssetDB
is much more performant, but still allocates IResourceManager
extensions now use generics to avoid virtual callsQuantum.Json
and standalone projects now supportISerializationCallbackReceiver
interface- Added
Odin.Serialization
andOdin.Attributes
assembly references to Quantum.Simulation. As all assembly references are optional (unless there are compile errors), a project does not need to have Odin installed Photon.Deterministic.PersistentMap
refactored. It is no longerIEquatable
, implements visitor pattern and enumeration is much more performant, thought it still allocates a bit- Assets in
DynamicAssetDB
are now reference-counted. Counters are shared by DB instances that are linked to each other due to copy constructor orDynamicAssetDB.CopyFrom
. Assets are disposed when their reference count drops to zero, due toDynamicAssetDB.ReplaceAsset
,DynamicAssetDB.DisposeAsset
,DynamicAssetDB.Dispose
(entire db disposal) orDynamicAssetDB.CopyFrom
(due to releasing the old state). Note that none of this applies if legacy mode is used
Removed
- The folder
Assets/Photon/Quantum/Resources/Gizmos
can be deleted as well as the assetAssets/Photon/Quantum/Resources/QuantumShapes2D.fbx
- Unused code from
Native
QuantumGameFlags.EnableLegacyDynamicDBMode
- pass in a dynamic DB constructed with legacy mode instead
Bug Fixes
- Fixed: The contact point position in the collision check between capsule and polygon 2D
- Fixed: The normal direction of the shape cast when the flag DetectOverlapsAtCastOrigin is enabled
- Fixed: DynamicMap FromStaticMap not binding Entity Views
- Fixed: SetTriangleUnchecked updates collider index
- Fixed: The capsule 2D penetration in the corner of then box when the capsule rotation is frozen
- Fixed: Mesh removal includes AllRuntimeTriangles
- Fixed: An issue that caused the Quantum graph shaders to not work for VR
- Fixed: An issue that caused to close the connection at the end of the Quantum online session, although
ShutdownConnectionOptions.None
was selected - Fixed: Made the menu config scene info entries work without setting an explicit
Name
- Fixed: An issue how switching to a
DynamicMap
affected the scene entities and views of the source map. Now they are left intact and are only removed when switching to a regular map - Fixed: BitStream missing
ushort
extension method - Fixed: An issue in the InstantReplayDemo that prevented the replay from successfully restarting/looping etc
- Fixed: A compilation error when scripting define
QUANTUM_REMOTE_PROFILER
is enabled - Fixed: NavMesh Gizmos throwing null when starting Quantum
Build 1514 (Jun 18, 2024)
- Initial release