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refactor!: remove SnapshotSystem (#1852)
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com.unity.netcode.gameobjects/CHANGELOG.md

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@@ -19,6 +19,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
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### Removed
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- Removed `SnapshotSystem` (#1852)
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- Removed `com.unity.modules.animation`, `com.unity.modules.physics` and `com.unity.modules.physics2d` dependencies from the package (#1812)
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### Fixed

com.unity.netcode.gameobjects/Components/NetworkTransform.cs

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@@ -691,7 +691,6 @@ private void OnNetworkStateChanged(NetworkTransformState oldState, NetworkTransf
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{
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if (!NetworkObject.IsSpawned)
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{
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// todo MTT-849 should never happen but yet it does! maybe revisit/dig after NetVar updates and snapshot system lands?
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return;
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}
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com.unity.netcode.gameobjects/Runtime/Configuration/NetworkConfig.cs

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@@ -138,19 +138,6 @@ public class NetworkConfig
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/// </summary>
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public bool EnableNetworkLogs = true;
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/// <summary>
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/// Whether or not to enable Snapshot System for variable updates. Not supported in this version.
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/// </summary>
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public bool UseSnapshotDelta { get; internal set; } = false;
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/// <summary>
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/// Whether or not to enable Snapshot System for spawn and despawn commands. Not supported in this version.
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/// </summary>
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public bool UseSnapshotSpawn { get; internal set; } = false;
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/// <summary>
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/// When Snapshot System spawn is enabled: max size of Snapshot Messages. Meant to fit MTU.
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/// </summary>
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public int SnapshotMaxSpawnUsage { get; } = 1000;
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public const int RttAverageSamples = 5; // number of RTT to keep an average of (plus one)
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public const int RttWindowSize = 64; // number of slots to use for RTT computations (max number of in-flight packets)
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/// <summary>

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