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{"name":"com.unity.netcode","displayName":"Netcode for Entities","version":"7.1.0","unity":"6000.7","unityRelease":"0b1","description":"Unity's Data Oriented Technology Stack (DOTS) multiplayer netcode layer - a high level netcode system built on entities. This package provides a foundation for creating networked multiplayer applications within DOTS.","dependencies":{"com.unity.transport":"6.7.0","com.unity.entities":"6.7.0","com.unity.modules.animation":"1.0.0"},"repository":{"revision":"65aa556118627218f759abc7fa2488f6dc82531b","type":"git","url":"git@github.cds.internal.unity3d.com:unity/unity.git"},"documentationUrl":"https://docs.unity3d.com/Packages/com.unity.netcode@7.1/manual/index.html","_upm":{"changelog":"### Added\n* Prediction tracing tool: this tool allows you to debug your prediction loop, diffing the client and server state per predicted tick and system for an in editor binary world setup.\n\n### Changed\n* Updated Single World Host smoothing to disabled by default for ghost prefabs.\n* The methods in `DefaultDriverConstructor` don't need their `INetworkInterface` arguments to be unmanaged types anymore. This is in line with the same relaxation having been made in the Unity Transport package.\n* The snapshot synchronisation system optionally no longer considers an unknown ghost type received on clients as an immediate fatal error. There is now a configurable timeout value `NetcodeConfig.GhostPrefabLoadingTimeout` which controls when this should be considered a fatal error. It also allows the client to destroy a ghost type (like unload a subscene with ghost prefab references) ahead of the server.\n* `SnapshotHistorySize` is now configurable on a per-ghost-type basis, allowing you to reduce the memory consumed by a ghost's snapshot history for ghosts sent below the default 60Hz. The recommended value (and its tooltip) is visible in the ghost authoring UI.\n\n### Fixed\n* The `GhostAuthoringInspectionComponentEditor` no longer throws exceptions when it is open while exiting playmode.\n* `NetworkStreamDriver.Disconnect` always disconnected on the first driver of the `NetworkDriverStore` instead of the driver the connection was established on. With more than one driver registered, this left the requested connection connected and could close an unrelated one instead.\n* Removed an infinite retry loop in `GhostSendSystem`'s snapshot send loop: a `BeginSend` failure other than `NetworkPacketOverflow` (most commonly `NetworkSendQueueFull`) was never treated as fatal, so the job spun forever and hung the server instead of aborting.\n* Prespawned ghosts that became irrelevant occasionally failed to become relevant again for a connection. A despawn still held for the interpolation delay could resolve onto the re-spawned entity and destroy it.\n* `GhostDespawnSystem` now accounts for the fractional part of `NetworkTime.InterpolationTick`, so interpolated ghosts no longer despawn up to one tick ahead of the timeline the rest of the interpolation pipeline uses."}}