From 8fa16fac374e0ddce1d675452ab4ab46d570e475 Mon Sep 17 00:00:00 2001 From: netcode-automation Date: Sun, 11 Oct 2026 10:26:28 +0000 Subject: [PATCH] chore: Updated aspects of Netcode package in anticipation of v3.1.1 release --- com.unity.netcode.gameobjects/CHANGELOG.md | 29 ++++++++++++++----- .../ValidationExceptions.json | 6 ++-- com.unity.netcode.gameobjects/package.json | 2 +- 3 files changed, 26 insertions(+), 11 deletions(-) diff --git a/com.unity.netcode.gameobjects/CHANGELOG.md b/com.unity.netcode.gameobjects/CHANGELOG.md index 9e121fbd8c..a237d78632 100644 --- a/com.unity.netcode.gameobjects/CHANGELOG.md +++ b/com.unity.netcode.gameobjects/CHANGELOG.md @@ -10,17 +10,36 @@ Additional documentation and release notes are available at [Multiplayer Documen ### Added -- Added alignment of the Netcode for Entities tick rates with `NetworkConfig.TickRate` when a session carrying `GhostObject` prefabs is started, so `GhostObject` updates land on the same interval as the rest of Netcode for GameObjects. (#4144) -- Added `NetworkConfig.AutoConfigureSnapshotSize`, enabled by default, which sets the Netcode for Entities snapshot packet size to 4096 bytes when a session carrying `GhostObject` prefabs is started. Netcode for Entities defaults to a single MTU, which updates `GhostObject`s well below the tick rate at the instance counts Netcode for GameObjects projects typically run. Disable it to manage the value yourself. (#4144) ### Changed -- Renamed the Editor assembly definition files to match their assembly names. Assembly names and GUIDs are unchanged. (#4187) ### Deprecated + ### Removed + +### Fixed + + +### Security + + +### Obsolete + + +## [3.1.1] - 2026-10-11 + +### Added + +- Added alignment of the Netcode for Entities tick rates with `NetworkConfig.TickRate` when a session carrying `GhostObject` prefabs is started, so `GhostObject` updates land on the same interval as the rest of Netcode for GameObjects. (#4144) +- Added `NetworkConfig.AutoConfigureSnapshotSize`, enabled by default, which sets the Netcode for Entities snapshot packet size to 4096 bytes when a session carrying `GhostObject` prefabs is started. Netcode for Entities defaults to a single MTU, which updates `GhostObject`s well below the tick rate at the instance counts Netcode for GameObjects projects typically run. Disable it to manage the value yourself. (#4144) + +### Changed + +- Renamed the Editor assembly definition files to match their assembly names. Assembly names and GUIDs are unchanged. (#4187) + ### Fixed - Fixed issue where a prefab added to a `NetworkPrefabsList` while a session was running was registered more than once and logged a duplicate `GlobalObjectIdHash` error. (#4184) @@ -30,10 +49,6 @@ Additional documentation and release notes are available at [Multiplayer Documen - Issue where the hybrid mode `NetcodeConfig` validation messages were not interpolated, so they reported placeholders instead of the setting that was wrong. (#4144) - Issue where a hybrid mode session failed to start unless `NetcodeConfig.EnableClientServerBootstrap` was set to `DisableAutomaticBootstrap`. Netcode for GameObjects creates the world itself and no longer needs that setting changed. (#4144) -### Security - -### Obsolete - ## [3.1.0] - 2026-10-04 ### Changed diff --git a/com.unity.netcode.gameobjects/ValidationExceptions.json b/com.unity.netcode.gameobjects/ValidationExceptions.json index d258246b0c..9b025e1744 100644 --- a/com.unity.netcode.gameobjects/ValidationExceptions.json +++ b/com.unity.netcode.gameobjects/ValidationExceptions.json @@ -1,14 +1,14 @@ -{ +{ "ErrorExceptions": [ { "ValidationTest": "NDA Keyword Validation", "ExceptionMessage": "#if UNITY_7000_0_OR_NEWER", - "PackageVersion": "3.1.1" + "PackageVersion": "3.1.2" }, { "ValidationTest": "NDA Keyword Validation", "ExceptionMessage": "File 'Editor/InScenePlacedProcessor.cs' contains deny-listed keyword pattern '(?