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Merge branch 'develop-2.0.0' into develop-2.0.0-docs
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.github/CODEOWNERS

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@@ -9,3 +9,4 @@ AssemblyInfo.cs @NoelStephensUnity @EmandM @Unity-Technologies/netcode-qa
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.gitignore @NoelStephensUnity @EmandM @Unity-Technologies/netcode-qa
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.github/ @NoelStephensUnity @EmandM @Unity-Technologies/netcode-qa
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.yamato/ @NoelStephensUnity @EmandM @Unity-Technologies/netcode-qa
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com.unity.netcode.gameobjects/Documentation*/ @jabbacakes

.github/codecov.yml

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codecov:
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require_ci_to_pass: false
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notify:
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wait_for_ci: true
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coverage:
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precision: 2
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round: down
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range: "50...70"
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status:
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patch:
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default:
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if_ci_failed: success
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informational: true
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default_rules:
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flag_coverage_not_uploaded_behavior: exclude
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project:
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default:
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target: auto
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# Threshold used for the PR Check
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threshold: 0.5%
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base: auto
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if_ci_failed: success
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informational: true
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only_pulls: true
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# PR Comment configuration
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comment:
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layout: "diff, flags, files, components"
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behavior: default
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require_changes: false
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require_base: false
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require_head: false
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# Set this to the number of coverage jobs run in the PR
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after_n_builds: 1
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flag_management:
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default_rules:
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carryforward: true
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# Components configuration
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component_management:
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individual_components:
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- component_id: "com.unity.netcode.gameobjects"
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name: "com.unity.netcode.gameobjects"
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paths:
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- com.unity.netcode.gameobjects

.yamato/_run-all.yml

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@@ -110,11 +110,9 @@ run_all_webgl_builds:
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dependencies:
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{% for project in projects.default -%}
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{% for platform in test_platforms.desktop -%}
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{% if platform.name != "mac" -%} # There is an error about "Light baking could not be started because no valid OpenCL device could be found". Tracked in MTT-11726
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{% for editor in validation_editors.all -%}
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- .yamato/webgl-build.yml#webgl_build_{{ project.name }}_{{ platform.name }}_{{ editor }}
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{% endfor -%}
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{% endif -%}
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{% endfor -%}
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{% endfor -%}
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dependencies:
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{% for project in projects.default -%}
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{% for platform in test_platforms.desktop -%}
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{% if platform.name != "mac" -%} # There is an error about "Light baking could not be started because no valid OpenCL device could be found". Tracked in MTT-11726
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{% for editor in validation_editors.default -%}
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- .yamato/webgl-build.yml#webgl_build_{{ project.name }}_{{ platform.name }}_{{ editor }}
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{% endfor -%}
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{% endif -%}
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{% endfor -%}
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{% endfor -%}
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dependencies:
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{% for project in projects.default -%}
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{% for platform in test_platforms.desktop -%}
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{% if platform.name != "mac" -%} # There is an error about "Light baking could not be started because no valid OpenCL device could be found". Tracked in MTT-11726
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- .yamato/webgl-build.yml#webgl_build_{{ project.name }}_{{ platform.name }}_6000.0
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{% endif -%}
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{% endfor -%}
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{% endfor -%}
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.yamato/code-coverage.yml

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# In order to properly use -coverage-results-path parameter we need to start it with $PWD (which means the absolute path). Otherwise coverage results will not be visible
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# QUALITY CONSIDERATIONS--------------------------------------------------------------------
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# TODO: somewhere in 2025 we will be able to upload resuls to CodeCov from public repos
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# To see where this job is included (in trigger job definitions) look into _triggers.yml file
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commands:
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- unity-downloader-cli --fast --wait -u {{ editor }} -c Editor {% if platform.name == "mac" %} --arch arm64 {% endif %} # For macOS we use ARM64 models
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- upm-pvp create-test-project test-project --packages "upm-ci~/packages/*.tgz" --unity .Editor
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- UnifiedTestRunner --suite=editor --suite=playmode --editor-location=.Editor --testproject=test-project --enable-code-coverage -coverage-results-path=$PWD/test-results/CodeCoverage --coverage-options="generateHtmlReport;generateAdditionalMetrics;assemblyFilters:+Unity.Netcode.Editor,+Unity.Netcode.Runtime" --extra-editor-arg=--burst-disable-compilation --timeout=1800 --reruncount=1 --clean-library-on-rerun --artifacts-path=test-results
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- UnifiedTestRunner --suite=editor --suite=playmode --editor-location=.Editor --testproject=test-project --enable-code-coverage coverage-upload-options="reportsDir:$PWD/test-results/CoverageResults;name:NGOv2_{{ platform.name }}_{{ editor }};flags:NGOv2_{{ platform.name }}_{{ editor }};verbose" --coverage-results-path=$PWD/test-results/CoverageResults --coverage-options="generateHtmlReport;generateAdditionalMetrics;assemblyFilters:+Unity.Netcode.Editor,+Unity.Netcode.Runtime" --extra-editor-arg=--burst-disable-compilation --timeout=1800 --reruncount=1 --clean-library-on-rerun --artifacts-path=test-results
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artifacts:
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logs:
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paths:

.yamato/project.metafile

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default:
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- name: ubuntu
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type: Unity::VM
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image: package-ci/ubuntu-22.04:v4.71.0
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image: package-ci/ubuntu-22.04:v4
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flavor: b1.large
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standalone: StandaloneLinux64
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desktop:
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- name: ubuntu
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type: Unity::VM
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image: package-ci/ubuntu-22.04:v4.71.0
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image: package-ci/ubuntu-22.04:v4
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flavor: b1.large
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standalone: StandaloneLinux64
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model: rtx2080

.yamato/webgl-build.yml

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{% for project in projects.default -%}
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{% for platform in test_platforms.desktop -%}
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{% if platform.name != "mac" -%} # There is an error about "Light baking could not be started because no valid OpenCL device could be found". Tracked in MTT-11726
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{% for editor in validation_editors.all -%}
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webgl_build_{{ project.name }}_{{ platform.name }}_{{ editor }}:
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name: WebGl Build - {{ project.name }} [{{ platform.name }}, {{ editor }}, il2cpp]
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agent:
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type: {{ platform.type }}
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image: {{ platform.image }}
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flavor: {{ platform.flavor }}
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flavor: b1.xlarge # We use b1.xlarge for WebGL builds since it requires more resources (otherwise it hangs and timeouts) especially on Ubuntu platform
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{% if platform.model %}
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model: {{ platform.model }} # This is set only in platforms where we want non-default model to use (more information in project.metafile)
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{% endif %}
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- "artifacts/**/*"
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- "build/players/**/*"
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{% endfor -%}
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{% endif -%}
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{% endfor -%}
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{% endfor -%}

com.unity.netcode.gameobjects/CHANGELOG.md

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### Changed
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## [2.4.3] - 2025-06-25
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### Fixed
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- Fixed issue where spawned objects with `NetworkObject.DontDestroyWithOwner` set to `false` would not be destroyed when using a client-server network topology. (#3522)
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## [2.4.2] - 2025-06-13
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### Fixed

com.unity.netcode.gameobjects/Runtime/Connection/NetworkConnectionManager.cs

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if (ownedObject)
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{
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// If destroying with owner, then always despawn and destroy (or defer destroying to prefab handler)
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// Handle an object with no observers other than the current disconnecting client as destroying with owner
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if (!ownedObject.DontDestroyWithOwner && (ownedObject.Observers.Count == 0 || (ownedObject.Observers.Count == 1 && ownedObject.Observers.Contains(clientId))))
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if (!ownedObject.DontDestroyWithOwner)
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{
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if (NetworkManager.PrefabHandler.ContainsHandler(ownedObject.GlobalObjectIdHash))
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{
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}
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// Skip destroy with owner objects as they will be processed by the outer loop
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if (!childObject.DontDestroyWithOwner && (childObject.Observers.Count == 0 || (childObject.Observers.Count == 1 && childObject.Observers.Contains(clientId))))
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if (!childObject.DontDestroyWithOwner)
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{
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continue;
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}

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