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Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/CHANGELOG.md
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@@ -76,6 +76,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
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- Fixed issue where spawned objects with `NetworkObject.DontDestroyWithOwner` set to `false` would not be destroyed when using a client-server network topology. (#3522)
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## [2.4.2] - 2025-06-13
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### Fixed
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- Fixed issue where the initial client synchronization pre-serialization process was not excluding spawned `NetworkObject` instances that already had pending visibility for the client being synchronized. (#3488)
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- Fixed issue where there was a potential for a small memory leak in the `ConnectionApprovedMessage`. (#3486)
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## [2.4.1] - 2025-06-11
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- Changed: Assembly names while keeping the same namespaces. If your project is using the `Unity.Netcode.TestHelpers.Runtime` assembly then you need to switch `asmdef` references to `Unity.Netcode.Runtime.Tests`. (#3444)
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- Changed: Migrated multiplayer metrics tests to Multiplayer Tools repository and removed the multiplayer tools test project. (#3444)
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## [2.4.0] - 2025-06-02
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### Added
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- Added `SinglePlayerTransport` that provides the ability to start as a host for a single player network session. (#3473)
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- When using UnityTransport >=2.4 and Unity >= 6000.1.0a1, SetConnectionData will accept a fully qualified hostname instead of an IP as a connect address on the client side. (#3441)
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### Fixed
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- Fixed issue where the `NetworkObject.DontDestroyWithOwner` was not being honored. (#3477)
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- Fixed issue where the new interpolator types were blocking after the first consumption of a sequence of buffered state updates. (#3413)
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- Fixed issue where root level in-scene placed `NetworkObject`s would only allow the ownership permission to be no less than distributable or sessionowner. (#3407)
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## [2.3.1] - 2025-04-14
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### Fixed
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- Fixed issue where during a `NetworkObject`'s spawn if you instantiated, spawned, and parented another network prefab under the currently spawning `NetworkObject` the parenting message would not properly defer until the parent `NetworkObject` was spawned. (#3401)
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## [2.3.0] - 2025-04-09
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- Changed `NetworkRigidbodyBaseEditor` so it now derives from `NetcodeEditorBase`. (#3013)
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- Changed `NetworkManagerEditor` so it now derives from `NetcodeEditorBase`. (#3013)
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## [2.0.0-pre.4] - 2024-08-21
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- Changed permissions exception thrown in `NetworkList` to exiting early with a logged error that is now a unified permissions message within `NetworkVariableBase`. (#3004)
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- Changed permissions exception thrown in `NetworkVariable.Value` to exiting early with a logged error that is now a unified permissions message within `NetworkVariableBase`. (#3004)
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## [2.0.0-pre.3] - 2024-07-23
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### Added
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- Added: `UnityTransport.GetNetworkDriver` and `UnityTransport.GetLocalEndpoint` methods to expose the driver and local endpoint being used. (#2978)
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### Fixed
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- Changed logic where clients can now set the `NetworkSceneManager` client synchronization mode when using a distributed authority network topology. (#2985)
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## [2.0.0-pre.2] - 2024-06-17
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### Added
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- Changed `NetworkTransfrom.TryCommitTransformToServer` to be internal as it will be removed by the final 2.0.0 release. (#2948)
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- Changed `NetworkTransformEditor.OnEnable` to a virtual method to be able to customize a NetworkTransform derived class by creating a derived editor control from `NetworkTransformEditor`. (#2948)
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## [2.0.0-exp.5] - 2024-06-03
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### Fixed
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- Fixed issue where SessionOwner message was being treated as a new entry for the new message indexing when it should have been ordinally sorted with the legacy message indices. (#2942)
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### Changed
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- Changed `FastBufferReader` and `FastBufferWriter` so that they always ensure the length of items serialized is always serialized as an `uint` and added a check before casting for safe reading and writing.(#2946)
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## [2.0.0-exp.4] - 2024-05-31
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### Added
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## [2.0.0-exp.2] - 2024-04-02
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### Added
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- Added updates to all internal messages to account for a distributed authority network session connection. (#2863)
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- Added `NetworkRigidbodyBase` that provides users with a more customizable network rigidbody, handles both `Rigidbody` and `Rigidbody2D`, and provides an option to make NetworkTransform use the rigid body for motion. (#2863)
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- For a customized `NetworkRigidbodyBase` class:
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- Fixed issue where in-scene placed `NetworkObject`s with complex nested children `NetworkObject`s (more than one child in depth) would not synchronize properly if WorldPositionStays was set to true. (#2796)
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### Changed
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- Changed client side awareness of other clients is now the same as a server or host. (#2863)
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- Changed `NetworkManager.ConnectedClients` can now be accessed by both server and clients. (#2863)
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- Changed `NetworkManager.ConnectedClientsList` can now be accessed by both server and clients. (#2863)
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## [1.9.1] - 2024-04-18
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### Added
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- Added `AnticipatedNetworkVariable<T>`, which adds support for client anticipation of NetworkVariable values, allowing for more responsive game play (#2820)
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- Added `AnticipatedNetworkTransform`, which adds support for client anticipation of NetworkTransforms (#2820)
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- Added `NetworkVariableBase.ExceedsDirtinessThreshold` to allow network variables to throttle updates by only sending updates when the difference between the current and previous values exceeds a threshold. (This is exposed in NetworkVariable<T> with the callback NetworkVariable<T>.CheckExceedsDirtinessThreshold) (#2820)
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- Changed in-scene placed `NetworkObject`s now set their `IsSceneObject` value when generating their `GlobalObjectIdHash` value. (#2710)
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- Changed the default `NetworkConfig.SpawnTimeout` value from 1.0s to 10.0s. (#2710)
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## [1.7.1] - 2023-11-15
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### Added
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### Fixed
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- Bumped minimum Unity version supported to 2021.3 LTS
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- Fixed issue where `NetworkClient.OwnedObjects` was not returning any owned objects due to the `NetworkClient.IsConnected` not being properly set. (#2631)
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- Fixed a crash when calling TrySetParent with a null Transform (#2625)
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- Optimized bandwidth usage by encoding most integer fields using variable-length encoding. (#2276)
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### Fixed
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- Fixed `IsSpawnedObjectsPendingInDontDestroyOnLoad` is only set to true when loading a scene using `LoadSceneMode.Singleonly`. (#2330)
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- Fixed issue where NetworkTransform components nested under a parent with a `NetworkObject` component (i.e. network prefab) would not have their associated `GameObject`'s transform synchronized. (#2298)
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- Fixed issue where `NetworkObject`s that failed to instantiate could cause the entire synchronization pipeline to be disrupted/halted for a connecting client. (#2298)
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### Removed
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### Fixed
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- Fixed issue where dynamically spawned `NetworkObject`s could throw an exception if the scene of origin handle was zero (0) and the `NetworkObject` was already spawned. (#2017)
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- Fixed issue where `NetworkObject.Observers` was not being cleared when despawned. (#2009)
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- Fixed NetworkAnimator could not run in the server authoritative mode. (#2003)
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## [1.0.0-pre.2] - 2021-10-19
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- Associated Known Issues for the 1.0.0-pre.1 release in the changelog
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