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chore: Updated aspects of Netcode package in anticipation of v2.9.0 release (#3869)
Co-authored-by: Michał Chrobot <124174716+michalChrobot@users.noreply.github.com>
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com.unity.netcode.gameobjects/CHANGELOG.md

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### Added
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- The `NetworkMetricsPipelineStage` for Unity Transport is now part of the public API. This allows using it in custom implementations of `INetworkStreamDriverConstructor` that want to maintain compatibility with the multiplayer tools package. (#3853)
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- Added stricter checks on `InSpawned` within `NetworkObject`. (#3831)
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- Added a new `InvalidOperation` status to `OwnershipRequestStatus`. (#3831)
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### Changed
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- Ensure logs in `NetworkObject` log the `NetworkObject.name` wherever possible. (#3831)
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- Improved performance of NetworkBehaviour ILPostProcessor by omitting unnecessary type and assembly resolutions. (#3827)
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- Improve performance of `NetworkObject`. (#3820, #3831)
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- If the Unity Transport Disconnect Timeout is set to 0 in the Editor, the timeout will be entirely disabled. (#3810)
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### Deprecated
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### Fixed
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- Fixed issue where `NetworkManager` was not cleaning itself up if an exception was thrown while starting. (#3864)
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- Duplicate transport connection events for the same connection will now do nothing. (#3863)
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- Prevented a `NullReferenceException` in `UnityTransport` when using a custom `INetworkStreamDriverConstructor` that doesn't use all the default pipelines and the multiplayer tools package is installed. (#3853)
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- Fixed memory leak in `NetworkAnimator` on clients where `RpcTarget` groups were not being properly disposed due to incorrect type casting of `ProxyRpcTargetGroup` to `RpcTargetGroup`.
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- Fixed issue when using a client-server topology where a `NetworkList` with owner write permissions was resetting sent time and dirty flags after having been spawned on owning clients that were not the spawn authority. (#3850)
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- Fixed an integer overflow that occurred when configuring a large disconnect timeout with Unity Transport. (#3810)
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### Security
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### Obsolete
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## [2.9.0] - 2026-02-01
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### Added
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- Added stricter checks on `InSpawned` within `NetworkObject`. (#3831)
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- Added a new `InvalidOperation` status to `OwnershipRequestStatus`. (#3831)
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### Changed
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- Ensure logs in `NetworkObject` log the `NetworkObject.name` wherever possible. (#3831)
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- Improved performance of NetworkBehaviour ILPostProcessor by omitting unnecessary type and assembly resolutions. (#3827)
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- Improve performance of `NetworkObject`. (#3820, #3831)
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- If the Unity Transport Disconnect Timeout is set to 0 in the Editor, the timeout will be entirely disabled. (#3810)
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### Fixed
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- Duplicate transport connection events for the same connection will now do nothing. (#3863)
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- Fixed memory leak in `NetworkAnimator` on clients where `RpcTarget` groups were not being properly disposed due to incorrect type casting of `ProxyRpcTargetGroup` to `RpcTargetGroup`.
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- Fixed issue when using a client-server topology where a `NetworkList` with owner write permissions was resetting sent time and dirty flags after having been spawned on owning clients that were not the spawn authority. (#3850)
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- Fixed an integer overflow that occurred when configuring a large disconnect timeout with Unity Transport. (#3810)
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## [2.8.0] - 2025-12-15
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### Added

com.unity.netcode.gameobjects/package.json

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"name": "com.unity.netcode.gameobjects",
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"displayName": "Netcode for GameObjects",
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"description": "Netcode for GameObjects is a high-level netcode SDK that provides networking capabilities to GameObject/MonoBehaviour workflows within Unity and sits on top of underlying transport layer.",
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"version": "2.9.0",
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"version": "2.9.1",
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"unity": "6000.0",
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"dependencies": {
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"com.unity.nuget.mono-cecil": "1.11.4",
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"path": "Samples~/Bootstrap"
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}
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]
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}
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}

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