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## [1.2.0-pre.4] - 2023-11-28 ### Added * You can now disable the automatic Entities `ICustomBootstrap` bootstrapping (which calls NetCode's own `ClientServerBootstrap`) by either; a) disabling it in the ProjectSettings (default value is enabled), or b) adding the new `OverrideAutomaticNetcodeBootstrap` MonoBehaviour to your first build scene (i.e. your Active scene). Thus, there is no longer any need to write a custom bootstrap just to support a Frontend scene vs a Gameplay scene. * A `NetCodeConfig` ScriptableObject, containing most NetCode configuration variables, allowing customization without needing to modify code. Most variables are live-tweakable. * A 'Snapshot Sequence Id' (SSId), which is used to accurately measure packet loss. It adds 1 byte of header to each snapshot, but enables us to measure Netcode-caused causes of PL (i.e. out of order snapshots being discarded, and discarding a snapshot if another arrives on the same frame). Access statistics via a new struct on the client's `NetworkSnapshotAck`. * `RpcCollection.GetRpcHeaderLength` and `NetworkStreamDriver.GetMaximumHeaderSize` to allow users to determine max safe payload sizes. ### Fixed * Esoteric exception in `MultiplayerPlaymodeWindow` in server-only cases. * Interpolated ghosts now support `IInputComponentData` and `AutoCommandTarget`. * Improved `UpdateGhostOwnerIsLocal` to make it reactive to `GhostOwner` changes, thus it no longer needs to poll. * NetDbg `ArgumentException` when a predicted ghost contains a replicated enableable flag component. * Display-only issue where the variants for additional entities (created via baking) were calculated as if they were 'root' entities. They are - in fact - child entities, thus the variants automatically selected for them should default to child defaults. * QoL issue; we now allow users to opt-out of auto-baking `GhostAuthoringInspectionComponent`s when selecting their GameObject, reducing stalls when clicking around the Hierarchy or Project. * QoL issue where `GhostAuthoringInspectionComponent` was not always modifiable in areas of the Editor where it is valid to modify them. * Issue where `GhostAuthoringComponent` was disallowed in nested prefab setups (where the root prefab is NOT a ghost). * Log verbiage when creating a driver in DefaultDriverConstructor read like a 'call to action'. It's not.
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Unity Technologies
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Nov 28, 2023
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