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Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/CHANGELOG.md
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### Changed
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- Changed `NetworkTransform.UseHalfFloatPrecision` to synchronize position with a resolution of approximately 1mm regardless of how far an object has travelled. Previously the resolution could degrade to approximately 3cm. This does not increase bandwidth, but projects using `NetworkTransform.UseUnreliableDeltas` will send full precision position updates more often. (#4129)
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- All editor assembly definitions are renamed with `Unity.Netcode.GameObjects.x` variants
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### Deprecated
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- Several APIs that were already marked `[Obsolete]` with a warning now raise a compile error instead (they are not removed yet).
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### Removed
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### Fixed
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- Issue where `NetworkTransform.GetTickLatencyInSeconds` returned an absolute network timestamp that grew for as long as the session ran, rather than the tick latency as a duration in seconds that it is documented to return. (#4135)
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- Issue where lerp smoothing was applied per frame instead of over time, which caused the `Lerp` and `SmoothDampening` interpolation types to smooth by different amounts at different frame rates. Results at 60fps are unchanged. (#4132)
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- Issue where setting a maximum interpolation time of 1.0 would stop a `NetworkTransform` from interpolating at all when using the `Lerp` or `SmoothDampening` interpolation types. (#4132)
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- Issue where objects using `NetworkTransform.UseHalfFloatPrecision` appeared to jitter on non-authority instances while they were stationary or coming to rest, even though the authority was not moving them. (#4129)
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- Issue with not being able to spawn initially disabled in-scene placed objects. (#4093)
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- Issue with pre-instantiated network prefab instances being marked as in-scene placed. Now pre-instantiated network prefabs are dynamically spawned. (#4093)
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- Issue where a user could spawn runtime created `NetworkObject` that has a GlobalObjectIdHash of zero. These are not valid instances and will no longer be allowed to spawn. (#4093)
Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/Documentation~/advanced-topics/transports.md
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# Transports
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Unity Netcode for GameObjects (Netcode) uses Unity Transport by default and supports UNet Transport (deprecated) up to Unity 2022.2 version.
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Unity Netcode for GameObjects (Netcode) uses Unity Transport by default and also provides a single player transport.
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## So what is a transport layer?
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Netcode's default transport Unity Transport is an entire transport layer that you can use to add multiplayer and network features to your project with or without Netcode. Refer to the Transport [documentation](https://docs.unity3d.com/Packages/com.unity.transport@latest) for more information and how to [install](https://docs.unity3d.com/Packages/com.unity.transport@latest?subfolder=/manual/install.html).
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## Unity's UNet Transport Layer API
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Netcode provides a [UnityTransport](xref:Unity.Netcode.Transports.UTP.UnityTransport) implementation for easy transport integration with Netcode.
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UNet is a deprecated solution that is no longer supported after Unity 2022.2. Unity Transport Package is the default transport for Netcode for GameObjects. We recommend transitioning to Unity Transport as soon as possible.
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## Single player transport
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### Community Transports or Writing Your Own
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Netcode also provides a [single player transport](./singleplayer.md) that allows for easy switching between multiplayer and single player configurations.
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## Community Transports or Writing Your Own
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You can use any of the community contributed custom transport implementations or write your own.
If you want to ignore the connection port provided through command-line arguments, you can override it by using the optional `forceOverride` parameter in:
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By default, the command line provided connection port and ip address take precedence over runtime configured values when using the [Unity transport](./advanced-topics/transports.md#unity-transport-package).
> When the [Unity dedicated server package](https://docs.unity3d.com/Documentation/Manual/dedicated-server.html) is installed, Unity transport will use the port and ip address provided by the dedicated server package.
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Setting `forceOverride` to `true` ensures that the values you pass to `SetConnectionData` override any values specified via command-line arguments.
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If you want to ignore the connection port provided through command-line arguments, you can override it by setting the `forceOverrideCommandLineArgs` parameter of UnityTransport's [`SetConnectionData`](xref:Unity.Netcode.Transports.UTP.UnityTransport.SetConnectionData(System.Boolean,System.String,System.UInt16,System.String)). Setting `forceOverrideCommandLineArgs` to `true` ensures that the values you pass to `SetConnectionData` will override any values specified via command-line arguments.
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## Additional resources
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-[Command-line arguments in the Unity Manual](https://docs.unity3d.com/6000.2/Documentation/Manual/CommandLineArguments.html)
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-[Command-line arguments in the Unity Manual](https://docs.unity3d.com/Documentation/Manual/CommandLineArguments.html)
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