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feat: Use PhysicsScene2D.OverlapCollider in NetworkCollider2D - #1042

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FirstGearGames merged 2 commits into
FirstGearGames:mainfrom
aaronkwan:feature/generic-networkcollider2d
Aug 14, 2026
Merged

FirstGearGames merged 2 commits into
FirstGearGames:mainfrom
aaronkwan:feature/generic-networkcollider2d

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@aaronkwan

@aaronkwan aaronkwan commented May 18, 2026

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Use PhysicsScene2D.OverlapCollider as a fallback to allow NetworkCollider2D to work with any 2D collider shape. Existing circle/box logic is kept because it uses AdditionalSize.

See discussion: #728

Note: A similar change is not possible for 3D colliders, as Unity's PhysicsScene does not provide a generic OverlapCollider method.

aaronkwan added 2 commits May 17, 2026 18:06
Use PhysicsScene2D.OverlapCollider to allow NetworkCollider2D to work with any 2D collider shape. This removes the need for shape-specific checks.

Note: A similar change is not possible for 3D colliders, as Unity's PhysicsScene does not provide a generic OverlapCollider method.
Use PhysicsScene2D.OverlapCollider to allow NetworkCollider2D to work with any 2D collider shape. This removes the need for shape-specific checks.

Note: A similar change is not possible for 3D colliders, as Unity's PhysicsScene does not provide a generic OverlapCollider method.
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Thanks!

@FirstGearGames
FirstGearGames merged commit 130cf3a into FirstGearGames:main Aug 14, 2026
FirstGearGames pushed a commit that referenced this pull request Sep 2, 2026
- Fixed ZigZagDecode improperly decoding values in IL2CPP with specific backing CPP libraries.
- Fixed Scene object expecting prefab ID (#1032).
- Fixed eliminated or significantly reduced wobble in local reconcile resimulations on server-authoritative objects.
- Fixed NetworkAnimator delay/desync on host owned object, observed by clients (#1062).
- Fixed NetworkCollider/2D tick comparison error (#1041).
- Fixed prefab objects generator cannot include folders with spaces in the path (#1045).
- Fixed large writers pooling incorrectly, causing them to not be re-used (#1054).
- Fixed LiteNetLib wrong data length after BasePacketLayer modification (#1064).
- Fixed NetworkTrigger2D by uncommenting entire file.
- Fixed nested NetworkObjects not spawning recursively when spawned via OnStartServer of their parent.
- Fixed SyncType values being reset to default before OnStopServer as clientHost (#1036).
- Fixed disconnecting clients not being cleared on Transport shutdown (#1044).
- Fixed Quaternion ScaleToFloat helper math, cause of marginal rotational errors (#1067).
- Fixed loading scenes by path not loading the scene for clients under certain conditions (#1060).
- Obsoleted SceneLookupData.Name in favor of SceneLookupData.FullName.
- Added NetworkBehaviour.ToString null safety (#1046).
- Added Unity 6.5 scene handle change support (#1052 / #1051 merge).
- Added Unity 6.5 GetEntityId/GetInstanceId support.
- Added NetworkCollider2D use PhysicsScene2D.OverlapCollider as a fallback (#1042).
- Added NetworkCollider/2D.RemoveEnteredCollider.
- Added NetworkCollider/2D InvokeStayOnEnter.
- Added NetworkAnimator channel option - under Beta menu, Animator Channel (#1039).
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2 participants