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Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/CHANGELOG.md
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Additional documentation and release notes are available at [Multiplayer Documentation](https://docs-multiplayer.unity3d.com).
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## [Unreleased]
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### Added
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## [1.12.2] - 2025-01-17
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### Fixed
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- Fixed issue where `NetworkVariableBase` derived classes were not being re-initialized if the associated `NetworkObject` instance was not destroyed and re-spawned. (#3217)
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- Fixed issue where a spawned `NetworkObject` that was registered with a prefab handler and owned by a client would invoke destroy more than once on the host-server side if the client disconnected while the `NetworkObject` was still spawned. (#3202)
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- Fixed issue where `NetworkRigidBody2D` was still using the deprecated `isKinematic` property in Unity versions 2022.3 and newer. (#3199)
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- Fixed issue where an exception was thrown when calling `NetworkManager.Shutdown` after calling `UnityTransport.Shutdown`. (#3118)
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- Changed the `NetworkTimeSystem.Sync` method to use half RTT to calculate the desired local time offset as opposed to the full RTT. (#3206)
Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/package.json
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"name": "com.unity.netcode.gameobjects",
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"displayName": "Netcode for GameObjects",
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"description": "Netcode for GameObjects is a high-level netcode SDK that provides networking capabilities to GameObject/MonoBehaviour workflows within Unity and sits on top of underlying transport layer.",
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