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Tools 2.2.0 release (#1308)
Co-authored-by: Amy Reeve <[email protected]>
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docusaurus.config.js

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lastVersion: "current",
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versions: {
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current: {
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label: "2.1.0",
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label: "2.2.0",
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path: "current",
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},
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"2.1.0": {
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label: "2.1.0",
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path: "2.1.0",
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},
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"1.1.0": {
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label: "1.1.0",
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path: "1.1.0",

tools/release-notes/release-2.0.0+.md

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description: Release notes for Multiplayer Tools including new features, updates, bug fixes, known issues, and information to help you upgrade.
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---
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## [2.2.0] - 2024-07-24
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### General
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- Increased minimum required version of Unity to 6000.0 and later.
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## [2.1.0] - 2023-11-21
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### General
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---
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id: about
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title: About Multiplayer Tools
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description: Overview of the Multiplayer Tools package
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---
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The Multiplayer Tools package provides a variety of tools to analyze, debug, and test your multiplayer game.
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| Get Started | Tools |
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| --- | --- |
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| [Install](install-tools.md) | [Profiler](profiler.md) |
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| | [Network Simulator](network-simulator.md) |
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| | [Runtime Network Stats Monitor](runtime-stats-monitor.md) |
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| | [Network Scene Visualization](network-scene-vis.md) |
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The [Multiplayer Tools Window](tools-window.md) provides convenient access to all the tools mentioned above.
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---
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id: install-tools
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title: Install the Multiplayer Tools Package
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sidebar_label: Install Multiplayer Tools
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---
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To use Multiplayer Tools, such as the [profiler](profiler.md) or [runtime stats monitor](runtime-stats-monitor.md), you need to install the tools package by name.
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1. Open your Unity Hub and select the Project your are presently working on.
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2. In the editor's menu bar, navigate to **Window** > **Package Manager**.
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3. Click the plus sign ![plus sign](/img/add.png) in the Package Manager status bar and select **Add package by name...**.
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4. Enter `com.unity.multiplayer.tools` in the pop-up window and select **Add**.
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5. After downloading, **Multiplayer Tools** appears under **Unity Technologies** in your **Package Manager** window.
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---
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id: mtt-terms
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title: Multiplayer Networking Terminology
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---
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The following are essential, high-level terms used in multiplayer networking and Netcode for GameObjects:
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import MTTterms from '/static/shared/_terminology.md';
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<MTTterms/>
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---
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id: netscenevis
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title: Network Scene Visualization
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---
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Network Scene Visualization (NetSceneVis) is a powerful, user-friendly tool included in the Multiplayer Tools package to help you visualize and debug network communication on a per-object basis in the Unity Editor Scene View of your project with visualizations such as mesh shading and text overlay.
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The NetSceneVis tool listens to network messages about the game state to visually display bandwidth and ownership on a per-object basis in the Unity Editor. The visualizations are updated in real-time as the network messages are sent and received, showing the game state synchronization across the network.
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This tool can help you optimize and debug your network code to ensure that your game runs smoothly for all players.
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## Requirements
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- Unity 2023.2.0a11 or higher
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- Multiplayer Tools package 2.0.0-pre.2 or higher, see [Install the Multiplayer Tools Package](./install-tools.md)
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## Using Network Scene Visualization
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After [installing the Multiplayer Tools package](#requirements), the Network Visualization toolbar is available in the scene view of the Unity Editor. This toolbar includes the options to visualize networking information per-object of your game.
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![Screenshot of the Network Scene Visualization toolbar in the scene view of the Unity Editor](/img/tools/netscenevis-1.png)
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Hovering over each option under **Bandwidth**, **Ownership**, and **Settings** reveals detailed tooltips for each option.
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### Bandwidth
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Selecting **Bandwidth Mode** displays the bandwidth usage of each object.
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| Option | Description |
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|---|---|
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| *Type* | Filter the bandwidth by type: network variables (**NetVars**), **RPCs**, or **All**. **All** includes spawn, despawn, ownership change, network variables, and RPCs. |
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| *Direction* | Filter bandwith by direction: **Sent**, **Received**, or **Sent and Received**. |
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| *Smoothing* | Smooth the bandwidth data over time. Higher values improve readability by filtering out sudden data changes. This option is disabled when paused. |
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| *Text Overlay* | Visualize the per-object bandwith with text labels. |
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| *Shading* > *Auto Scale* | Automatically scales the mesh shading visualization to the current maximum per-object bandwidth of any object in the scene. The minimum bandwidth will always be 0. |
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| *Shading* > *Min/Max Bandwidth Bar* | When **Auto Scale** is unchecked, you can manually choose the min and max bandwidth values. The color bar can be changed between 4 options. The color bar can be changed when **Auto Scale** is checked or unchecked. |
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### Ownership
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Selecting **Ownership Mode** displays the ownership of each object, either by the server, host, or by a specific client.
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| Option | Description |
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|---|---|
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| *Text Overlay* | Visualize the per-object ownership with text labels. |
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| *Shading* | Visualize the per-object ownership with a colored overlay. |
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### Settings
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These settings are only available when **MeshShading** is enabled.
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You can toggle the **Outline** option to display a black outline around networked objects to improve visibility in the scene and distinguish between overlapping networked objects.
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The **Saturation (%)** controls the saturation of non-networked objects so networked objects can stand out more. The scale goes from 0 as grayscale to 100 for full color.

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