Commit 4f47402
Unity Technologies
## [1.11.0] - 2025-12-12
### Added
* New Prefab List menu item and playmode tools button to quickly list all ghost prefabs in your project or scene hierarchy.
* Internal changes to support GameObject ghosts. More to come later. See Discussions post talking more about this work in progress.
* [Potential Breaking Change] Moving server side's ghost spawn writes from BeginFrame ECB to new PresentationGroup ECB.
* [Potential Breaking Change] GhostAuthoringComponent's content has been moved to a base class.
* Netcode profiler received new tooltips and warning icons. These will show if compression efficiency is low or the snapshot size is approaching max message size.
* Static ghosts now aggressively attempt to avoid looking up snapshot data (via `SnapshotData.GetDataAtTick`) inside the `GhostUpdateSystem.UpdateJob`, and the job itself early outs if there are no ghosts needing to restore, leading to a ~90% reduction in job timings. Profiler markers have also been added to this job, denoting which ghost types (and API calls) are taking the time.
* Users can now migrate non ghost data using the `IncludeInMigration` component and the associated `NonGhostMigrationComponents` buffer.
* Non-Ghost Components marked for migration on a Ghost Entity will now be automatically migrated to the correct Ghost.
### Changed
* Corrected ghost-types-templates docs regarding the packed vs unpacked format of `bool`, `byte`, `sbyte`, `float`, and `double`.
* Improved the `bool` serialization template, improving packed and unpacked costs (~4 bits to 1 bit, and 32 bits to 8 bits, respectively).
### Fixed
* An issue with static optimized ghosts, where incorrect logic in the `GhostUpdateSystem` caused them to not have their `CopyFromSnapshot` called even once in rare cases, which led to `[GhostFields]` like `StaticAsteroid.SpawnTick` (which need additional processing via the `CopyFromSnapshot` code-gen) to be incorrect on the client.
* `NetworkEndpoint` serialization inside GhostField's, which were mistakenly using `SerializeNetworkEndpointUnpacked` in a packed case.
* Missing average per entity column for per ghost type overhead sections in the profiler.
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lines changed- Documentation~
- host-migration
- optimization
- testing
- EditorIcons
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- Editor
- Authoring
- GameObjectBridge
- Profiler
- Common
- BarChart
- SearchQueries
- InternalDocs~/Topics
- Runtime
- Authoring
- Hybrid
- ClientServerWorld
- Command
- Connection
- Debug
- GameObjectLayer
- Facades
- GameObjectBridge
- Prediction
- PrefabManagement
- HostMigration
- PredictionTicking/UpdateRateManagement
- Snapshot
- SourceGenerators/Templates/DefaultTypes
- Tests
- Editor
- Physics
- Prespawn
- Rpc
- SerializationTests
- Runtime
- RuntimeGhostAdapter
- Utils
- GhostAdapter
- TestWorld
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