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docs/learn/distributed-authority-quick-start.md

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Use this guide to learn how to create your first [distributed authority](../terms-concepts/distributed-authority.md) Netcode for GameObjects project. It walks you through the connection setup, including connecting to the distributed authority service, and adding basic gameplay.
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:::note Beta feature
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Distributed authority is still in beta. During the beta phase, using the distributed authority service provided by the [Multiplayer Services package](https://docs.unity.com/ugs/en-us/manual/mps-sdk/manual) is free. When distributed authority is fully released, [using the service will incur a cost](https://unity.com/products/gaming-services/pricing).
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## Prerequisites
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Before you begin, you need the following:
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:::note
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It's important to wait until `OnClientConnectedCallback` has been triggered before spawning objects. Spawning objects early will result in errors and unexpected behaviour.
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It's important to wait until `OnClientConnectedCallback` has been triggered before spawning objects. Spawning objects early will result in errors and unexpected behaviour.
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docs/terms-concepts/distributed-authority.md

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Distributed authority is one possible [network topology](network-topologies.md) you can use for your multiplayer game.
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:::note Beta feature
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Distributed authority is still in beta. During the beta phase, using the distributed authority service provided by the [Multiplayer Services package](https://docs.unity.com/ugs/en-us/manual/mps-sdk/manual) is free. When distributed authority is fully released, [using the service will incur a cost](https://unity.com/products/gaming-services/pricing).
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## Defining distributed authority
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In a distributed authority topology, game clients share responsibility for owning and tracking the state of objects in the network and have the authority to spawn and manage objects themselves, with additional options to configure ownership permissions. A small, lightweight central state service keeps track of changes in spawned object states and routes network traffic. There is no central server simulating the game: all clients run their own partial simulations and communicate their updates directly to other clients (via the central state service).

docs/terms-concepts/network-topologies.md

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The two primary network topologies that Netcode for GameObjects supports are [client-server](#client-server) and [distributed authority](#distributed-authority).
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<!-- Link to Multiplayer Center here when available, as a 'if you don't know which topology to use, there's this tool' -->
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## Client-server
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### Dedicated game server

mppm_versioned_docs/version-1.2.0/about.md

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## Compatibility
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Multiplayer Play Mode version 1.1.0 is compatible with Unity Editor versions 6000.0.3f1 or later.
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## Compatibility
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Multiplayer Play Mode version 1.1.0 is compatible with Unity Editor versions 6000.0.3f1 or later.
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Multiplayer Play Mode version 1.2.0 is compatible with Unity Editor versions 6000.0.3f1 or later.
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## Multiplayer Play Mode terminology
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The Unity Editor and Virtual Players require a lot of system resources, so you shouldn't use Multiplayer Play Mode at scale. Multiplayer Play Mode is designed for small-scale, local testing environments that can only support up to four total Players (the main Editor Player and three Virtual Players).
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### Authoring
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You can't create or change the properties of GameObjects in a Virtual Player. Instead, use the main Editor Player to make changes and a Virtual Player to test multiplayer functionality. Any changes you make in Play Mode in the main Editor Player reset when you exit Play Mode.
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You can't create or change the properties of GameObjects in a Virtual Player. Instead, use the main Editor Player to make changes and a Virtual Player to test multiplayer functionality. Any changes you make in Play Mode in the main Editor Player reset when you exit Play Mode.
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:::note
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You can't access any main Editor Player functionality from Virtual Players.
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