feat: Use PhysicsScene2D.OverlapCollider in NetworkCollider2D - #1042
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FirstGearGames merged 2 commits intoAug 14, 2026
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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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- 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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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.