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chore: Naming consistency and changelog fix (#2582)
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com.unity.netcode.gameobjects/CHANGELOG.md

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@@ -12,7 +12,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
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- Added support for serializing `NativeArray<>` and `NativeList<>` in `FastBufferReader`/`FastBufferWriter`, `BufferSerializer`, `NetworkVariable`, and RPCs. (To use `NativeList<>`, add `UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT` to your Scripting Define Symbols in `Project Settings > Player`) (#2375)
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- The location of the automatically-created default network prefab list can now be configured (#2544)
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- Added: Message size limits (max single message and max fragmented message) can now be set using NetworkManager.SetMaxSingleMessageSize() and NetworkManager.SetMaxFragmentedMessageSize() for transports that don't work with the default values (#2530)
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- Added: Message size limits (max single message and max fragmented message) can now be set using NetworkManager.MaximumTransmissionUnitSize and NetworkManager.MaximumFragmentedMessageSize for transports that don't work with the default values (#2530)
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- Added `NetworkObject.SpawnWithObservers` property (default is true) that when set to false will spawn a `NetworkObject` with no observers and will not be spawned on any client until `NetworkObject.NetworkShow` is invoked. (#2568)
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### Fixed

com.unity.netcode.gameobjects/Runtime/Core/NetworkManager.cs

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@@ -585,7 +585,7 @@ private void OnEnable()
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/// This should represent the transport's MTU size, minus any transport-level overhead.
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/// </summary>
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/// <param name="size"></param>
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public int MaxTransmissionUnitSize
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public int MaximumTransmissionUnitSize
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{
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set => MessageManager.NonFragmentedMessageMaxSize = value;
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get => MessageManager.NonFragmentedMessageMaxSize;

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