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## [1.5.0-exp.101] - 2025-03-13 ### Fixed * Fix broken link in the documentation.
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CHANGELOG.md

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## [1.5.0-exp.101] - 2025-03-13
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### Fixed
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* Fix broken link in the documentation.
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## [1.5.0-exp.100] - 2025-03-11
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Documentation~/TableOfContents.md

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* [Data compression](compression.md)
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* [Samples](samples.md)
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* [Networked cube](networked-cube.md)
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* [Host migration in Asteroids](host-migration-sample.md)
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* [Host migration in Asteroids](host-migration/host-migration-sample.md)
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* [Reference](reference.md)
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* [Netcode-specific components and types](entities-list.md)
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* [Netcode Project Settings reference](project-settings.md)

Documentation~/creating-multiplayer-gameplay.md

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| **[Interpolation](interpolation.md)**| Networked games are subject to [latency, jitter and packet loss](https://docs-multiplayer.unity3d.com/netcode/current/learn/lagandpacketloss/) which can in turn impact player's gameplay by making networked objects seem unstable and jittery. A common solution to this is to use buffered [interpolation](https://docs-multiplayer.unity3d.com/netcode/current/learn/clientside_interpolation/), which involves intentionally delaying the playback of received snapshots, and then interpolating between them, which creates a grace period (or window) for snapshot packets to arrive. |
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| **[Prediction](prediction.md)**| Use prediction to manage latency in your game. |
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| **[Physics](physics.md)**| The Netcode package has some integration with Unity Physics which makes it easier to use physics in a networked game. The integration handles interpolated ghosts with physics, and support for predicted ghosts with physics. |
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| **[Host migration](host-migration.md)** | Use host migration to transfer the host role to a client in the same session when the current host leaves. |
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| **[Host migration](host-migration/host-migration.md)** | Use host migration to transfer the host role to a client in the same session when the current host leaves. |
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| **[Ghost types templates](ghost-types-templates.md)**| Use ghost types templates to serialize ghosts. |

Documentation~/host-migration/host-migration-requirements.md

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## Unity project setup
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You can start a new Unity project, or use the [Asteroids sample](../host-migration-sample.md) to quickly get started testing host migration in Netcode for Entities. When you create a new project, connect the project to Unity Cloud by selecting the **Connect to Unity Cloud** checkbox.
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You can start a new Unity project, or use the [Asteroids sample](host-migration-sample.md) to quickly get started testing host migration in Netcode for Entities. When you create a new project, connect the project to Unity Cloud by selecting the **Connect to Unity Cloud** checkbox.
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## Packages
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Documentation~/host-migration/host-migration-sample.md

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* When a migration occurs, all the user components on the connection entity are migrated as well, including the `PlayerColor` component.
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* A `PlayerColorNext` server-only ghost component is present on a special `HostConfig` ghost entity. This ghost only contains server data and thus has nothing to replicate to clients. The `HostConfig` entity stores which color will be assigned to the next client connection (an integer incrementing from 1 until it wraps after 12 connections, refer to [`Unity.NetCode.NetworkIdDebugColorUtility`](https://docs.unity3d.com/Packages/com.unity.netcode@latest?subfolder=/api/Unity.NetCode.NetworkIdDebugColorUtility.html) helper class).
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* When a reconnected connection is detected on the client, it's placed in-game by adding a [`NetworkStreamInGame`](https://docs.unity3d.com/Packages/com.unity.netcode@latest?subfolder=/api/Unity.NetCode.NetworkStreamInGame.html) component to it when the `LevelComponent` has been created. This means that the client has configured the level according to the server command and is ready to start play. Refer to `Asteroids.Client.HostMigrationSystem`.
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* The server automatically spawns extra asteroids when their number is lower than the limit configured for the level. During host migration this system needs to pause and wait until the host migration data has been deployed, or it will spawn the full amount of asteroids before the host migration process also spawns the asteroids included in the host data. It does this by exiting the system's update loop when a [`HostMigrationInProgress`](host-migration.md#host-migration-api) component is detected.
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* The server automatically spawns extra asteroids when their number is lower than the limit configured for the level. During host migration this system needs to pause and wait until the host migration data has been deployed, or it will spawn the full amount of asteroids before the host migration process also spawns the asteroids included in the host data. It does this by exiting the system's update loop when a [`HostMigrationInProgress`](host-migration-api) component is detected.
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## Additional resources

package.json

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{"name":"com.unity.netcode","displayName":"Netcode for Entities","version":"1.5.0-exp.100","unity":"2022.3","unityRelease":"11f1","description":"Unity's Data Oriented Technology Stack (DOTS) multiplayer netcode layer - a high level netcode system built on entities. This package provides a foundation for creating networked multiplayer applications within DOTS.","dependencies":{"com.unity.transport":"2.4.0","com.unity.entities":"1.3.9","com.unity.modules.animation":"1.0.0"},"repository":{"revision":"71eac4363107878215b1cba1eb4b1e2a026bf190","type":"git","url":"https://github.cds.internal.unity3d.com/unity/dots.git"},"documentationUrl":"https://docs.unity3d.com/Packages/[email protected]/manual/index.html","_upm":{"changelog":"### Changed\n\n* Big documentation overhaul for host migration feature.\n* Don't add input component buffers to host migration data. These can cause issues after host migration when they have inputs event counters set to some value where the migrated clients will be start counts starting from 0. The increment/decrement mechanism breaks.\n* Ghost IDs and spawn ticks in the `GhostInstance` component will now be preserved for non-prespawn ghosts between host migrations.\n\n### Fixed\n\n* UpdateSize in the `HostMigrationStats` component is now correct when using compression\n* Issue with the native list size being incorrectly re-sized in `HostMigration.GetHostMigrationData`\n* Test failures when packet dumps are enabled\n* Issue where old prespawn snapshot data would still exist for clients after a host migration causing deserialization errors."}}
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{"name":"com.unity.netcode","displayName":"Netcode for Entities","version":"1.5.0-exp.101","unity":"2022.3","unityRelease":"11f1","description":"Unity's Data Oriented Technology Stack (DOTS) multiplayer netcode layer - a high level netcode system built on entities. This package provides a foundation for creating networked multiplayer applications within DOTS.","dependencies":{"com.unity.transport":"2.4.0","com.unity.entities":"1.3.9","com.unity.modules.animation":"1.0.0"},"repository":{"revision":"ccffebe46fcafcd06d15d77040d6e6652d6109f6","type":"git","url":"https://github.cds.internal.unity3d.com/unity/dots.git"},"documentationUrl":"https://docs.unity3d.com/Packages/[email protected]/manual/index.html","_upm":{"changelog":"### Fixed\n\n* Fix broken link in the documentation."}}

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