It is full of various workflow enhancements, and some fixes to bugs that were too large to fit in a patch release. You can read about all of them in the changelogs, and see the highlights below.
Beamable 1.1.0 brings several workflow improvements to the Microservice development process. The largest change is that Microservices now take advantage of Dotnet 6’s Hot Module Reload feature. You won’t need to keep stopping, and restarting your Microservices after each code iteration. When you make a local code update, the Microservice will automatically reload the latest code into your running Microservice. You can opt-out of the automatic reload by disabling the Project Settings / Beamable / Microservices / Enable Hot Module Reload property.
We’ve also fixed a usability issue with the Microservice’s auto-generated C# client code. Previously, Beamable would generate a C# file anytime the Client Callable methods changed on a Microservice type. However, the generation was using the latest successful compiled type information from Unity. If Unity encountered a compilation error, then it would pass a stale version of the Microservice type to the client generator. In Beamable 1.1.0, we’ve moved the code generation into a separate dockerized process. Now, anytime the Microservice changes, the dockerized client generator will compile the Microservice code directly, and output the auto-generated file. This also speeds up your Unity compile times, because now Unity can capture the updated Microservice and updated client code in one compilation pass.
If you’ve been using Microservices for a while, you may have noticed that Beamable’s docker integration was taking a significant amount of disk space. In Beamable 1.1.0, there is an automatic process to remove stale Microservice docker images from your computer. You can disable this behavior with the Project Settings / Beamable / Microservices / Enable Auto Prune property.
The Microservice Manager window has been visually updated to be more Unity centric. The debug setting moved into the advanced settings for each Microservice. The play and stop buttons have been collapsed into one Play button, similar to Unity’s game Play button. If you are debugging your Microservice with Rider, you can also use the Project Settings / Beamable / Microservices / Rider Debug Tools property to preload the Rider debug tools. If you enable this, you’ll need to match the debug tool download URL with the version of Rider you’re using. You can find these versioned URLs on Rider’s documentation. Once enabled, when you connect Rider to debug a running Microservice, you’ll be able to skip the Custom Tools download step.
The Microservice SDK has also been improved in Beamable 1.1.0. We’ve added the ability for a Microservice to send notifications to players. You can use the Services.Notifications.NotifyPlayer() method to send a json payload to a player, or to multiple players. You can use this to notify a group of players when one player takes an action, or you can send messages to your players via an AdminCallable route. We’ve also updated the AssumeUser function so that a non-administrator player can assume the role of another player. This can be useful if you need to have one player’s action mutate the state of another player’s inventory in a server authoritative way.
Beamable 1.1.0 brings us more features for Beamable Theming Preview. We are constantly trying to improve the experience of using Buss Theme Manager. One of the elements we emphasize is the smooth use of this tool without having to switch between windows and that’s the reason why we’ve added the Selected Buss Element section. It can be found just below the Navigation section. You’ll find all necessary details like Id and Class strings, as well as the currently referenced Buss Style Sheet. No more switching to the Inspector tab.
Another improvement is enabling the possibility to edit selected Buss Style Sheet directly from the Inspector window. The Theme Manager only shows the styles that are referenced in the current scene hierarchy, but now you can also edit all of the styles by opening the Inspector window on the Buss Style Sheet asset. This improvement can be helpful when you are designing a set of styles more holistically.
We’ve also included various bug fixes and internal updates to the BUSS system. We are still building out this feature and the greater skinning capabilities, so stay tuned for the next update.
Our changelogs can be found at