├── .buginfo
├── .footignore
├── .signature
├── CHANGELOG.md
├── CHANGELOG.md.meta
├── Documentation~
├── TableOfContents.md
├── client-server-worlds.md
├── command-stream.md
├── compression.md
├── creating-multiplayer-gameplay.md
├── debugging.md
├── entities-list.md
├── filter.yml
├── ghost-groups.md
├── ghost-snapshots.md
├── ghost-spawning.md
├── ghost-types-templates.md
├── ghost-variants.md
├── ghostcomponentattribute.md
├── ghostfield-synchronize.md
├── ghosts.md
├── host-migration
│ ├── add-host-migration.md
│ ├── host-migration-api.md
│ ├── host-migration-considerations.md
│ ├── host-migration-intro.md
│ ├── host-migration-limitations.md
│ ├── host-migration-requirements.md
│ ├── host-migration-sample.md
│ ├── host-migration-systems.md
│ ├── host-migration.md
│ └── lobby-relay-integration.md
├── images
│ ├── DebugBoundingBox.png
│ ├── IssueWithLag.jpg
│ ├── NetcodeForEntitiesPredictionLoop.jpg
│ ├── NetcodeForEntitiesPredictionLoopPartialTicks.jpg
│ ├── NetcodeForEntitiesReplayLoop.jpg
│ ├── PredictionRollbackDiscrepancy1.jpg
│ ├── PredictionRollbackDiscrepancy2.jpg
│ ├── PredictionRollbackDiscrepancy3.jpg
│ ├── PredictionRollbackDiscrepancy4.jpg
│ ├── PredictionSequenceDiagram.jpg
│ ├── PredictionSteps
│ │ ├── PartialTicks.jpg
│ │ ├── Prediction1.jpg
│ │ ├── Prediction2.jpg
│ │ ├── Prediction3.jpg
│ │ ├── Prediction4.jpg
│ │ ├── Prediction5.jpg
│ │ ├── Prediction6.jpg
│ │ └── Timelines.jpg
│ ├── TickFraction.jpg
│ ├── create_subscene.png
│ ├── cube-prefab.png
│ ├── dontserialize-variant.png
│ ├── enable-autocommand.png
│ ├── entities-splash-image.png
│ ├── entities-splash-image.png.meta
│ ├── final-scene.png
│ ├── ghost-config.png
│ ├── ghost-inspection.png
│ ├── ghost-spawner.png
│ ├── hierarchy-view.png
│ ├── host-migration-sequence.png
│ ├── initial-scene.png
│ ├── multiphysicsworld.jpg
│ ├── new-project.png
│ ├── physics-body.png
│ ├── physicsproxy.png
│ ├── player-settings.png
│ ├── playmode-tool.png
│ ├── prespawn-ghost.png
│ ├── proxylink.png
│ ├── replicated-cube.png
│ ├── snapshot-debugger.png
│ ├── variants.png
│ └── world-game-objects.png
├── index.md
├── installation.md
├── interpolation.md
├── intro-to-prediction.md
├── logging.md
├── metrics.md
├── network-connection.md
├── network-protocol-checks.md
├── networked-cube.md
├── networking-network-drivers.md
├── networking-using-relay.md
├── optimizations.md
├── optimizing.md
├── physics.md
├── playmode-tool.md
├── prediction-details.md
├── prediction-n4e.md
├── prediction-smoothing.md
├── prediction-switching.md
├── prediction.md
├── project-settings.md
├── reference.md
├── rpcs.md
├── samples.md
├── set-up-client-server-worlds.md
├── source-generators.md
├── synchronization.md
├── thin-clients.md
├── time-synchronization.md
├── upgrade-guide.md
├── upgrade-guide.md.meta
├── whats-new.md
└── whats-new.md.meta
├── Editor.meta
├── Editor
├── Analytics.meta
├── Analytics
│ ├── MultiplayerPlayModePreferencesUpdated.cs
│ ├── MultiplayerPlayModePreferencesUpdated.cs.meta
│ ├── PlayModeConnectionChanged.cs
│ ├── PlayModeConnectionChanged.cs.meta
│ ├── PlayModeLagSpikeTriggered.cs
│ ├── PlayModeLagSpikeTriggered.cs.meta
│ ├── PlayModeLogCommandStats.cs
│ ├── PlayModeLogCommandStats.cs.meta
│ ├── PlayModeLogRelevancy.cs
│ └── PlayModeLogRelevancy.cs.meta
├── AssemblyInfo.cs
├── AssemblyInfo.cs.meta
├── Authoring.meta
├── Authoring
│ ├── BakedNetCodeComponents.cs
│ ├── BakedNetCodeComponents.cs.meta
│ ├── EntityPrefabComponentsPreview.cs
│ ├── EntityPrefabComponentsPreview.cs.meta
│ ├── GhostAuthoringComponentEditor.cs
│ ├── GhostAuthoringComponentEditor.cs.meta
│ ├── GhostAuthoringEditor.uss
│ ├── GhostAuthoringEditor.uss.meta
│ ├── GhostAuthoringInspectionComponentEditor.cs
│ ├── GhostAuthoringInspectionComponentEditor.cs.meta
│ ├── GhostComponentAnalytics.cs
│ ├── GhostComponentAnalytics.cs.meta
│ ├── HierarchyDrawers.cs
│ └── HierarchyDrawers.cs.meta
├── CodeGenMenu.cs
├── CodeGenMenu.cs.meta
├── Drawers.meta
├── Drawers
│ ├── BoundingBoxDebugGhostDrawerSystem.cs
│ ├── BoundingBoxDebugGhostDrawerSystem.cs.meta
│ ├── Unity.NetCode.Drawers.Editor.asmdef
│ └── Unity.NetCode.Drawers.Editor.asmdef.meta
├── MultiplayerPlayModeWindow.cs
├── MultiplayerPlayModeWindow.cs.meta
├── NetcodeConfigEditor.cs
├── NetcodeConfigEditor.cs.meta
├── PrespawnedGhostPreprocessScene.cs
├── PrespawnedGhostPreprocessScene.cs.meta
├── SourceGeneratorSettings.cs
├── SourceGeneratorSettings.cs.meta
├── Unity.NetCode.Editor.asmdef
└── Unity.NetCode.Editor.asmdef.meta
├── EditorIcons.meta
├── EditorIcons
├── Ghost@64.png
├── Ghost@64.png.meta
├── GhostSetting@64.png
├── GhostSetting@64.png.meta
├── ReplicatedComponent@64.png
├── ReplicatedComponent@64.png.meta
├── d_Ghost@64.png
├── d_Ghost@64.png.meta
├── d_GhostSetting@64.png
├── d_GhostSetting@64.png.meta
├── d_ReplicatedComponent@64.png
└── d_ReplicatedComponent@64.png.meta
├── LICENSE.md
├── LICENSE.md.meta
├── README.md
├── README.md.meta
├── Runtime.meta
├── Runtime
├── Analytics.meta
├── Analytics
│ ├── Analytics.cs
│ ├── Analytics.cs.meta
│ ├── DebugGhostDrawerPrefsUpdated.cs
│ ├── DebugGhostDrawerPrefsUpdated.cs.meta
│ ├── GhostConfigurationAnalyticsData.cs
│ ├── GhostConfigurationAnalyticsData.cs.meta
│ ├── NetCodeAnalyticsState.cs
│ └── NetCodeAnalyticsState.cs.meta
├── AssemblyInfo.cs
├── AssemblyInfo.cs.meta
├── Authoring.meta
├── Authoring
│ ├── DefaultVariantSystemBase.cs
│ ├── DefaultVariantSystemBase.cs.meta
│ ├── DefaultVariantSystemGroup.cs
│ ├── DefaultVariantSystemGroup.cs.meta
│ ├── DontSupportPrefabOverridesAttribute.cs
│ ├── DontSupportPrefabOverridesAttribute.cs.meta
│ ├── GhostComponentAttribute.cs
│ ├── GhostComponentAttribute.cs.meta
│ ├── GhostComponentVariation.cs
│ ├── GhostComponentVariation.cs.meta
│ ├── GhostFieldAttribute.cs
│ ├── GhostFieldAttribute.cs.meta
│ ├── GhostFixedListCapacityAttribute.cs
│ ├── GhostFixedListCapacityAttribute.cs.meta
│ ├── GhostModifiers.cs
│ ├── GhostModifiers.cs.meta
│ ├── GhostSerializerAttribute.cs
│ ├── GhostSerializerAttribute.cs.meta
│ ├── GhostVariantsUtility.cs
│ ├── GhostVariantsUtility.cs.meta
│ ├── Hybrid.meta
│ ├── Hybrid
│ │ ├── AssemblyInfo.cs
│ │ ├── AssemblyInfo.cs.meta
│ │ ├── BakerExtension.cs
│ │ ├── BakerExtension.cs.meta
│ │ ├── DefaultSmoothingActionUserParamsAuthoring.cs
│ │ ├── DefaultSmoothingActionUserParamsAuthoring.cs.meta
│ │ ├── DisableAutomaticPrespawnSectionReportingAuthoring.cs
│ │ ├── DisableAutomaticPrespawnSectionReportingAuthoring.cs.meta
│ │ ├── GhostAuthoringComponent.cs
│ │ ├── GhostAuthoringComponent.cs.meta
│ │ ├── GhostAuthoringComponentBaker.cs
│ │ ├── GhostAuthoringComponentBaker.cs.meta
│ │ ├── GhostAuthoringInspectionComponent.cs
│ │ ├── GhostAuthoringInspectionComponent.cs.meta
│ │ ├── GhostInputBufferBakingSystem.cs
│ │ ├── GhostInputBufferBakingSystem.cs.meta
│ │ ├── GhostPresentationGameObjectAuthoring.cs
│ │ ├── GhostPresentationGameObjectAuthoring.cs.meta
│ │ ├── HelpURL.cs
│ │ ├── HelpURL.cs.meta
│ │ ├── NetCodeClientAndServerSettings.cs
│ │ ├── NetCodeClientAndServerSettings.cs.meta
│ │ ├── NetCodeClientSettings.cs
│ │ ├── NetCodeClientSettings.cs.meta
│ │ ├── NetCodeConversionSettings.cs
│ │ ├── NetCodeConversionSettings.cs.meta
│ │ ├── NetCodeDebugConfigAuthoring.cs
│ │ ├── NetCodeDebugConfigAuthoring.cs.meta
│ │ ├── NetCodeServerSettings.cs
│ │ ├── NetCodeServerSettings.cs.meta
│ │ ├── PreSpawnedGhostsBakingSystem.cs
│ │ ├── PreSpawnedGhostsBakingSystem.cs.meta
│ │ ├── Unity.NetCode.Authoring.Hybrid.asmdef
│ │ └── Unity.NetCode.Authoring.Hybrid.asmdef.meta
│ ├── NetCodeDisableCommandCodeGenAttribute.cs
│ ├── NetCodeDisableCommandCodeGenAttribute.cs.meta
│ ├── SpecialVariants.cs
│ ├── SpecialVariants.cs.meta
│ ├── SubTypes.cs
│ ├── SubTypes.cs.meta
│ ├── SupportsPrefabOverridesAttribute.cs
│ ├── SupportsPrefabOverridesAttribute.cs.meta
│ ├── TypeRegistryEntry.cs
│ ├── TypeRegistryEntry.cs.meta
│ ├── UserDefinedTemplates.cs
│ └── UserDefinedTemplates.cs.meta
├── ClientServerWorld.meta
├── ClientServerWorld
│ ├── AutomaticThinClientWorldsUtility.cs
│ ├── AutomaticThinClientWorldsUtility.cs.meta
│ ├── ClientServerBootstrap.cs
│ ├── ClientServerBootstrap.cs.meta
│ ├── ClientServerTickRate.cs
│ ├── ClientServerTickRate.cs.meta
│ ├── OverrideAutomaticNetcodeBootstrap.cs
│ └── OverrideAutomaticNetcodeBootstrap.cs.meta
├── Command.meta
├── Command
│ ├── AutoCommandTarget.cs
│ ├── AutoCommandTarget.cs.meta
│ ├── CommandDataInterpolationDelay.cs
│ ├── CommandDataInterpolationDelay.cs.meta
│ ├── CommandReceiveSystem.cs
│ ├── CommandReceiveSystem.cs.meta
│ ├── CommandSendSystem.cs
│ ├── CommandSendSystem.cs.meta
│ ├── CommandTarget.cs
│ ├── CommandTarget.cs.meta
│ ├── ICommandData.cs
│ ├── ICommandData.cs.meta
│ ├── IInputComponentData.cs
│ ├── IInputComponentData.cs.meta
│ ├── InputCommandSystems.cs
│ └── InputCommandSystems.cs.meta
├── Connection.meta
├── Connection
│ ├── CommandArrivalStatistics.cs
│ ├── CommandArrivalStatistics.cs.meta
│ ├── DefaultDriverConstructor.cs
│ ├── DefaultDriverConstructor.cs.meta
│ ├── DriverMigrationSystem.cs
│ ├── DriverMigrationSystem.cs.meta
│ ├── NetCodeConnectionEvent.cs
│ ├── NetCodeConnectionEvent.cs.meta
│ ├── NetworkDriverStore.cs
│ ├── NetworkDriverStore.cs.meta
│ ├── NetworkGroupCommandBufferSystem.cs
│ ├── NetworkGroupCommandBufferSystem.cs.meta
│ ├── NetworkId.cs
│ ├── NetworkId.cs.meta
│ ├── NetworkIdDebugColorUtility.cs
│ ├── NetworkIdDebugColorUtility.cs.meta
│ ├── NetworkProtocolVersion.cs
│ ├── NetworkProtocolVersion.cs.meta
│ ├── NetworkSimulatorSettings.cs
│ ├── NetworkSimulatorSettings.cs.meta
│ ├── NetworkSnapshotAck.cs
│ ├── NetworkSnapshotAck.cs.meta
│ ├── NetworkStreamConnectionComponent.cs
│ ├── NetworkStreamConnectionComponent.cs.meta
│ ├── NetworkStreamDriver.cs
│ ├── NetworkStreamDriver.cs.meta
│ ├── NetworkStreamProtocol.cs
│ ├── NetworkStreamProtocol.cs.meta
│ ├── NetworkStreamReceiveSystem.cs
│ ├── NetworkStreamReceiveSystem.cs.meta
│ ├── SnapshotPacketLossStatistics.cs
│ ├── SnapshotPacketLossStatistics.cs.meta
│ ├── WarnAboutApplicationRunInBackground.cs
│ ├── WarnAboutApplicationRunInBackground.cs.meta
│ ├── WarnAboutBatchedTicksSystem.cs
│ ├── WarnAboutBatchedTicksSystem.cs.meta
│ ├── WarnAboutStaleRpcSystem.cs
│ └── WarnAboutStaleRpcSystem.cs.meta
├── Debug.meta
├── Debug
│ ├── BlobStringText.cs
│ ├── BlobStringText.cs.meta
│ ├── DebugGhostDrawer.cs
│ ├── DebugGhostDrawer.cs.meta
│ ├── GhostDebugMeshBounds.cs
│ ├── GhostDebugMeshBounds.cs.meta
│ ├── ManagedFileInterop.cs
│ ├── ManagedFileInterop.cs.meta
│ ├── ManagedFunctionPtr.cs
│ ├── ManagedFunctionPtr.cs.meta
│ ├── NetCodeDebugConfig.cs
│ ├── NetCodeDebugConfig.cs.meta
│ ├── NetDebug.cs
│ ├── NetDebug.cs.meta
│ ├── NetDebugInterop.cs
│ ├── NetDebugInterop.cs.meta
│ ├── NetDebugSystem.cs
│ ├── NetDebugSystem.cs.meta
│ ├── PacketDumpLogger.cs
│ ├── PacketDumpLogger.cs.meta
│ ├── PrefabDebugName.cs
│ └── PrefabDebugName.cs.meta
├── EntityStorageInfoLookupExtensions.cs
├── EntityStorageInfoLookupExtensions.cs.meta
├── HostMigration.meta
├── HostMigration
│ ├── HostMigrationSystem.cs
│ ├── HostMigrationSystem.cs.meta
│ ├── HostMigrationUtility.cs
│ └── HostMigrationUtility.cs.meta
├── Hybrid.meta
├── Hybrid
│ ├── AssemblyInfo.cs
│ ├── AssemblyInfo.cs.meta
│ ├── GhostAnimationController.cs
│ ├── GhostAnimationController.cs.meta
│ ├── GhostAnimationGraphAsset.cs
│ ├── GhostAnimationGraphAsset.cs.meta
│ ├── GhostPresentationGameObject.cs
│ ├── GhostPresentationGameObject.cs.meta
│ ├── GhostPresentationGameObjectEntityOwner.cs
│ ├── GhostPresentationGameObjectEntityOwner.cs.meta
│ ├── HelpURLs.cs
│ ├── HelpURLs.cs.meta
│ ├── Unity.NetCode.Hybrid.asmdef
│ └── Unity.NetCode.Hybrid.asmdef.meta
├── NetCodeConfig.cs
├── NetCodeConfig.cs.meta
├── Physics.meta
├── Physics
│ ├── Hybrid.meta
│ ├── Hybrid
│ │ ├── NetCodePhysicsConfig.cs
│ │ ├── NetCodePhysicsConfig.cs.meta
│ │ ├── NetCodePhysicsInspector.cs
│ │ ├── NetCodePhysicsInspector.cs.meta
│ │ ├── Unity.NetCode.Physics.Hybrid.asmdef
│ │ └── Unity.NetCode.Physics.Hybrid.asmdef.meta
│ ├── LagCompensationConfig.cs
│ ├── LagCompensationConfig.cs.meta
│ ├── PhysicGroupConfig.cs
│ ├── PhysicGroupConfig.cs.meta
│ ├── PhysicsVelocityVariant.cs
│ ├── PhysicsVelocityVariant.cs.meta
│ ├── PhysicsWorldHistory.cs
│ ├── PhysicsWorldHistory.cs.meta
│ ├── PredictedPhysicsSystemGroup.cs
│ ├── PredictedPhysicsSystemGroup.cs.meta
│ ├── Unity.NetCode.Physics.asmdef
│ └── Unity.NetCode.Physics.asmdef.meta
├── PortableFunctionPointer.cs
├── PortableFunctionPointer.cs.meta
├── PredictionTicking.meta
├── PredictionTicking
│ ├── GhostPredictionSystemGroup.cs
│ ├── GhostPredictionSystemGroup.cs.meta
│ ├── GhostSimulationSystemGroup.cs
│ ├── GhostSimulationSystemGroup.cs.meta
│ ├── NetworkTick.cs
│ ├── NetworkTick.cs.meta
│ ├── NetworkTime.cs
│ ├── NetworkTime.cs.meta
│ ├── NetworkTimeSystem.cs
│ ├── NetworkTimeSystem.cs.meta
│ ├── UpdateRateManagement.meta
│ └── UpdateRateManagement
│ │ ├── NetcodeClientPredictionRateManager.cs
│ │ ├── NetcodeClientPredictionRateManager.cs.meta
│ │ ├── NetcodeClientRateManager.cs
│ │ ├── NetcodeClientRateManager.cs.meta
│ │ ├── NetcodePredictionFixedRateManager.cs
│ │ ├── NetcodePredictionFixedRateManager.cs.meta
│ │ ├── NetcodeServerPredictionRateManager.cs
│ │ ├── NetcodeServerPredictionRateManager.cs.meta
│ │ ├── NetcodeServerRateManager.cs
│ │ ├── NetcodeServerRateManager.cs.meta
│ │ ├── NetcodeTimeTracker.cs
│ │ ├── NetcodeTimeTracker.cs.meta
│ │ ├── TickRateManagers.cs
│ │ └── TickRateManagers.cs.meta
├── Rpc.meta
├── Rpc
│ ├── IRpcCommand.cs
│ ├── IRpcCommand.cs.meta
│ ├── RpcCollection.cs
│ ├── RpcCollection.cs.meta
│ ├── RpcCommandRequest.cs
│ ├── RpcCommandRequest.cs.meta
│ ├── RpcDataStreamBufferComponent.cs
│ ├── RpcDataStreamBufferComponent.cs.meta
│ ├── RpcQueue.cs
│ ├── RpcQueue.cs.meta
│ ├── RpcSystem.cs
│ └── RpcSystem.cs.meta
├── SerializationHelpers.meta
├── SerializationHelpers
│ ├── BufferSerializationHelper.cs
│ ├── BufferSerializationHelper.cs.meta
│ ├── ComponentSerializationHelper.cs
│ ├── ComponentSerializationHelper.cs.meta
│ ├── CustomSerializerHelpers.cs
│ ├── CustomSerializerHelpers.cs.meta
│ ├── DefaultBufferSerializationStrategy.cs
│ ├── DefaultBufferSerializationStrategy.cs.meta
│ ├── IGhostSerializer.cs
│ ├── IGhostSerializer.cs.meta
│ ├── PerTypeSerializationHelpers.cs
│ └── PerTypeSerializationHelpers.cs.meta
├── Simulator.meta
├── Simulator
│ ├── MultiplayerPlayModePreferences.cs
│ ├── MultiplayerPlayModePreferences.cs.meta
│ ├── SimulatorPreset.cs
│ └── SimulatorPreset.cs.meta
├── Snapshot.meta
├── Snapshot
│ ├── DefaultTranslationSmoothingAction.cs
│ ├── DefaultTranslationSmoothingAction.cs.meta
│ ├── DynamicTypeList.cs
│ ├── DynamicTypeList.cs.meta
│ ├── GhostChunkSerializationState.cs
│ ├── GhostChunkSerializationState.cs.meta
│ ├── GhostChunkSerializer.cs
│ ├── GhostChunkSerializer.cs.meta
│ ├── GhostCollectionComponent.cs
│ ├── GhostCollectionComponent.cs.meta
│ ├── GhostCollectionSystem.cs
│ ├── GhostCollectionSystem.cs.meta
│ ├── GhostComponent.cs
│ ├── GhostComponent.cs.meta
│ ├── GhostComponentSerializer.cs
│ ├── GhostComponentSerializer.cs.meta
│ ├── GhostComponentSerializerCollectionSystemGroup.cs
│ ├── GhostComponentSerializerCollectionSystemGroup.cs.meta
│ ├── GhostCount.cs
│ ├── GhostCount.cs.meta
│ ├── GhostDeltaPredictor.cs
│ ├── GhostDeltaPredictor.cs.meta
│ ├── GhostDespawnQueues.cs
│ ├── GhostDespawnQueues.cs.meta
│ ├── GhostDespawnSystem.cs
│ ├── GhostDespawnSystem.cs.meta
│ ├── GhostDistanceImportance.cs
│ ├── GhostDistanceImportance.cs.meta
│ ├── GhostDistancePartitioningSystem.cs
│ ├── GhostDistancePartitioningSystem.cs.meta
│ ├── GhostGroup.cs
│ ├── GhostGroup.cs.meta
│ ├── GhostImportance.cs
│ ├── GhostImportance.cs.meta
│ ├── GhostOwner.cs
│ ├── GhostOwner.cs.meta
│ ├── GhostPreSerializer.cs
│ ├── GhostPreSerializer.cs.meta
│ ├── GhostPredictionDebugSystem.cs
│ ├── GhostPredictionDebugSystem.cs.meta
│ ├── GhostPredictionHistorySystem.cs
│ ├── GhostPredictionHistorySystem.cs.meta
│ ├── GhostPredictionSmoothingSystem.cs
│ ├── GhostPredictionSmoothingSystem.cs.meta
│ ├── GhostPredictionSwitchingQueues.cs
│ ├── GhostPredictionSwitchingQueues.cs.meta
│ ├── GhostPrefabCreation.cs
│ ├── GhostPrefabCreation.cs.meta
│ ├── GhostReceiveSystem.cs
│ ├── GhostReceiveSystem.cs.meta
│ ├── GhostRelevancy.cs
│ ├── GhostRelevancy.cs.meta
│ ├── GhostSendSystem.cs
│ ├── GhostSendSystem.cs.meta
│ ├── GhostSerializationHelper.cs
│ ├── GhostSerializationHelper.cs.meta
│ ├── GhostSpawnClassificationSystem.cs
│ ├── GhostSpawnClassificationSystem.cs.meta
│ ├── GhostSpawnSystem.cs
│ ├── GhostSpawnSystem.cs.meta
│ ├── GhostSpawnSystemGroup.cs
│ ├── GhostSpawnSystemGroup.cs.meta
│ ├── GhostUpdateSystem.cs
│ ├── GhostUpdateSystem.cs.meta
│ ├── NetcodeBitArrayExtensions.cs
│ ├── NetcodeBitArrayExtensions.cs.meta
│ ├── PredictedGhostSpawnSystem.cs
│ ├── PredictedGhostSpawnSystem.cs.meta
│ ├── PredictionGroupCommandBuffers.cs
│ ├── PredictionGroupCommandBuffers.cs.meta
│ ├── Prespawn.meta
│ ├── Prespawn
│ │ ├── AutoTrackPrespawnSection.cs
│ │ ├── AutoTrackPrespawnSection.cs.meta
│ │ ├── ClientPopulatePrespawnedGhostsSystem.cs
│ │ ├── ClientPopulatePrespawnedGhostsSystem.cs.meta
│ │ ├── ClientTrackLoadedPrespawnSections.cs
│ │ ├── ClientTrackLoadedPrespawnSections.cs.meta
│ │ ├── DisableAutomaticPrespawnSectionReporting.cs
│ │ ├── DisableAutomaticPrespawnSectionReporting.cs.meta
│ │ ├── PrespawnComponents.cs
│ │ ├── PrespawnComponents.cs.meta
│ │ ├── PrespawnGhostInitializationSystem.cs
│ │ ├── PrespawnGhostInitializationSystem.cs.meta
│ │ ├── PrespawnGhostJobs.cs
│ │ ├── PrespawnGhostJobs.cs.meta
│ │ ├── PrespawnGhostSystemGroup.cs
│ │ ├── PrespawnGhostSystemGroup.cs.meta
│ │ ├── PrespawnHelper.cs
│ │ ├── PrespawnHelper.cs.meta
│ │ ├── ServerPopulatePrespawnedGhosts.cs
│ │ ├── ServerPopulatePrespawnedGhosts.cs.meta
│ │ ├── ServerTrackLoadedPrespawnSections.cs
│ │ └── ServerTrackLoadedPrespawnSections.cs.meta
│ ├── SnapshotData.cs
│ ├── SnapshotData.cs.meta
│ ├── SnapshotDataBufferComponentLookup.cs
│ ├── SnapshotDataBufferComponentLookup.cs.meta
│ ├── SnapshotDataLookupHelper.cs
│ ├── SnapshotDataLookupHelper.cs.meta
│ ├── SpawnedGhostEntityMap.cs
│ ├── SpawnedGhostEntityMap.cs.meta
│ ├── SwitchPredictionSmoothingSystem.cs
│ ├── SwitchPredictionSmoothingSystem.cs.meta
│ ├── UnmanagedFuncPointers.cs
│ └── UnmanagedFuncPointers.cs.meta
├── SourceGenerators.meta
├── SourceGenerators
│ ├── NetCodeSourceGenerator.deps.json
│ ├── NetCodeSourceGenerator.deps.json.meta
│ ├── NetCodeSourceGenerator.dll
│ ├── NetCodeSourceGenerator.dll.meta
│ ├── NetCodeSourceGenerator.pdb
│ ├── NetCodeSourceGenerator.pdb.meta
│ ├── Source~
│ │ ├── Documentation
│ │ │ ├── README.md
│ │ │ ├── README.md.meta
│ │ │ ├── code-gen-spec.md
│ │ │ ├── diagram.png
│ │ │ └── templates-spec.md
│ │ ├── NetCodeSourceGenerator
│ │ │ ├── AssemblyInfo.cs
│ │ │ ├── CodeGenerator
│ │ │ │ ├── CodeGenerator.cs
│ │ │ │ ├── CommandSerializer.cs
│ │ │ │ ├── ComponentSerializer.cs
│ │ │ │ ├── GhostCodeGen.cs
│ │ │ │ ├── TypeHash.cs
│ │ │ │ └── TypeInformation.cs
│ │ │ ├── DefaultTypes.cs
│ │ │ ├── Generators
│ │ │ │ ├── DiagnosticReporter.cs
│ │ │ │ ├── Factories
│ │ │ │ │ ├── CommandFactory.cs
│ │ │ │ │ ├── ComponentFactory.cs
│ │ │ │ │ ├── InputFactory.cs
│ │ │ │ │ ├── NameUtils.cs
│ │ │ │ │ └── RpcFactory.cs
│ │ │ │ ├── FixedListUtils.cs
│ │ │ │ ├── NetCodeSourceGenerator.cs
│ │ │ │ ├── NetCodeSyntaxReceiver.cs
│ │ │ │ ├── TemplateRegistry.cs
│ │ │ │ ├── TypeInformationBuilder.cs
│ │ │ │ ├── TypeTemplate.cs
│ │ │ │ └── UserDefinedTemplateRegistryParser.cs
│ │ │ ├── Helpers
│ │ │ │ ├── Profiler.cs
│ │ │ │ ├── RoslynExtensions.cs
│ │ │ │ └── SourceGeneratorHelpers.cs
│ │ │ ├── IDiagnosticReporter.cs
│ │ │ ├── NetCodeSourceGenerator.csproj
│ │ │ └── NetCodeTypes.cs
│ │ ├── SourceGenerators.sln
│ │ └── Tests
│ │ │ ├── BaseTest.cs
│ │ │ ├── GeneratorTestHelpers.cs
│ │ │ ├── SourceGeneratorTests.cs
│ │ │ ├── SyntaxReceiver_Tests.cs
│ │ │ ├── TestData.cs
│ │ │ └── Unity.NetCode.SourceGeneratorsTests.csproj
│ ├── Templates.meta
│ └── Templates
│ │ ├── CommandDataSerializer.NetCodeSourceGenerator.additionalfile
│ │ ├── CommandDataSerializer.NetCodeSourceGenerator.additionalfile.meta
│ │ ├── DefaultTypes.meta
│ │ ├── DefaultTypes
│ │ ├── GhostSnapshotValueBool.NetCodeSourceGenerator.additionalfile
│ │ ├── GhostSnapshotValueBool.NetCodeSourceGenerator.additionalfile.meta
│ │ ├── GhostSnapshotValueByte.NetCodeSourceGenerator.additionalfile
│ │ ├── GhostSnapshotValueByte.NetCodeSourceGenerator.additionalfile.meta
│ │ ├── GhostSnapshotValueDouble.NetCodeSourceGenerator.additionalfile
│ │ ├── GhostSnapshotValueDouble.NetCodeSourceGenerator.additionalfile.meta
│ │ ├── GhostSnapshotValueDoubleUnquantized.NetCodeSourceGenerator.additionalfile
│ │ ├── GhostSnapshotValueDoubleUnquantized.NetCodeSourceGenerator.additionalfile.meta
│ │ ├── GhostSnapshotValueEntity.NetCodeSourceGenerator.additionalfile
│ │ ├── GhostSnapshotValueEntity.NetCodeSourceGenerator.additionalfile.meta
│ │ ├── GhostSnapshotValueFixedString128Bytes.NetCodeSourceGenerator.additionalfile
│ │ ├── GhostSnapshotValueFixedString128Bytes.NetCodeSourceGenerator.additionalfile.meta
│ │ ├── GhostSnapshotValueFixedString32Bytes.NetCodeSourceGenerator.additionalfile
│ │ ├── GhostSnapshotValueFixedString32Bytes.NetCodeSourceGenerator.additionalfile.meta
│ │ ├── GhostSnapshotValueFixedString4096Bytes.NetCodeSourceGenerator.additionalfile
│ │ ├── GhostSnapshotValueFixedString4096Bytes.NetCodeSourceGenerator.additionalfile.meta
│ │ ├── GhostSnapshotValueFixedString512Bytes.NetCodeSourceGenerator.additionalfile
│ │ ├── GhostSnapshotValueFixedString512Bytes.NetCodeSourceGenerator.additionalfile.meta
│ │ ├── GhostSnapshotValueFixedString64Bytes.NetCodeSourceGenerator.additionalfile
│ │ ├── GhostSnapshotValueFixedString64Bytes.NetCodeSourceGenerator.additionalfile.meta
│ │ ├── GhostSnapshotValueFloat.NetCodeSourceGenerator.additionalfile
│ │ ├── GhostSnapshotValueFloat.NetCodeSourceGenerator.additionalfile.meta
│ │ ├── GhostSnapshotValueFloat2.NetCodeSourceGenerator.additionalfile
│ │ ├── GhostSnapshotValueFloat2.NetCodeSourceGenerator.additionalfile.meta
│ │ ├── GhostSnapshotValueFloat2Unquantized.NetCodeSourceGenerator.additionalfile
│ │ ├── GhostSnapshotValueFloat2Unquantized.NetCodeSourceGenerator.additionalfile.meta
│ │ ├── GhostSnapshotValueFloat3.NetCodeSourceGenerator.additionalfile
│ │ ├── GhostSnapshotValueFloat3.NetCodeSourceGenerator.additionalfile.meta
│ │ ├── GhostSnapshotValueFloat3Unquantized.NetCodeSourceGenerator.additionalfile
│ │ ├── GhostSnapshotValueFloat3Unquantized.NetCodeSourceGenerator.additionalfile.meta
│ │ ├── GhostSnapshotValueFloat4.NetCodeSourceGenerator.additionalfile
│ │ ├── GhostSnapshotValueFloat4.NetCodeSourceGenerator.additionalfile.meta
│ │ ├── GhostSnapshotValueFloat4Unquantized.NetCodeSourceGenerator.additionalfile
│ │ ├── GhostSnapshotValueFloat4Unquantized.NetCodeSourceGenerator.additionalfile.meta
│ │ ├── GhostSnapshotValueFloatUnquantized.NetCodeSourceGenerator.additionalfile
│ │ ├── GhostSnapshotValueFloatUnquantized.NetCodeSourceGenerator.additionalfile.meta
│ │ ├── GhostSnapshotValueInt.NetCodeSourceGenerator.additionalfile
│ │ ├── GhostSnapshotValueInt.NetCodeSourceGenerator.additionalfile.meta
│ │ ├── GhostSnapshotValueLong.NetCodeSourceGenerator.additionalfile
│ │ ├── GhostSnapshotValueLong.NetCodeSourceGenerator.additionalfile.meta
│ │ ├── GhostSnapshotValueNetworkEndpoint.NetCodeSourceGenerator.additionalfile
│ │ ├── GhostSnapshotValueNetworkEndpoint.NetCodeSourceGenerator.additionalfile.meta
│ │ ├── GhostSnapshotValueNetworkTick.NetCodeSourceGenerator.additionalfile
│ │ ├── GhostSnapshotValueNetworkTick.NetCodeSourceGenerator.additionalfile.meta
│ │ ├── GhostSnapshotValueQuaternion.NetCodeSourceGenerator.additionalfile
│ │ ├── GhostSnapshotValueQuaternion.NetCodeSourceGenerator.additionalfile.meta
│ │ ├── GhostSnapshotValueQuaternionUnquantized.NetCodeSourceGenerator.additionalfile
│ │ ├── GhostSnapshotValueQuaternionUnquantized.NetCodeSourceGenerator.additionalfile.meta
│ │ ├── GhostSnapshotValueSByte.NetCodeSourceGenerator.additionalfile
│ │ ├── GhostSnapshotValueSByte.NetCodeSourceGenerator.additionalfile.meta
│ │ ├── GhostSnapshotValueShort.NetCodeSourceGenerator.additionalfile
│ │ ├── GhostSnapshotValueShort.NetCodeSourceGenerator.additionalfile.meta
│ │ ├── GhostSnapshotValueUInt.NetCodeSourceGenerator.additionalfile
│ │ ├── GhostSnapshotValueUInt.NetCodeSourceGenerator.additionalfile.meta
│ │ ├── GhostSnapshotValueULong.NetCodeSourceGenerator.additionalfile
│ │ ├── GhostSnapshotValueULong.NetCodeSourceGenerator.additionalfile.meta
│ │ ├── GhostSnapshotValueUShort.NetCodeSourceGenerator.additionalfile
│ │ └── GhostSnapshotValueUShort.NetCodeSourceGenerator.additionalfile.meta
│ │ ├── FixedList.meta
│ │ ├── FixedList
│ │ ├── GhostFixedListCommandHelper.NetCodeSourceGenerator.additionalfile
│ │ ├── GhostFixedListCommandHelper.NetCodeSourceGenerator.additionalfile.meta
│ │ ├── GhostFixedListContainer.NetCodeSourceGenerator.additionalfile
│ │ ├── GhostFixedListContainer.NetCodeSourceGenerator.additionalfile.meta
│ │ ├── GhostFixedListElement.NetCodeSourceGenerator.additionalfile
│ │ ├── GhostFixedListElement.NetCodeSourceGenerator.additionalfile.meta
│ │ ├── GhostFixedListSnapshotHelpers.NetCodeSourceGenerator.additionalfile
│ │ ├── GhostFixedListSnapshotHelpers.NetCodeSourceGenerator.additionalfile.meta
│ │ ├── GhostSnapshotFixedList.NetCodeSourceGenerator.additionalfile
│ │ └── GhostSnapshotFixedList.NetCodeSourceGenerator.additionalfile.meta
│ │ ├── GhostComponentSerializer.NetCodeSourceGenerator.additionalfile
│ │ ├── GhostComponentSerializer.NetCodeSourceGenerator.additionalfile.meta
│ │ ├── GhostComponentSerializerRegistrationSystem.NetCodeSourceGenerator.additionalfile
│ │ ├── GhostComponentSerializerRegistrationSystem.NetCodeSourceGenerator.additionalfile.meta
│ │ ├── InputSynchronization.NetCodeSourceGenerator.additionalfile
│ │ ├── InputSynchronization.NetCodeSourceGenerator.additionalfile.meta
│ │ ├── NEW_TEMPLATE_README.txt
│ │ ├── NEW_TEMPLATE_README.txt.meta
│ │ ├── RpcCommandSerializer.NetCodeSourceGenerator.additionalfile
│ │ └── RpcCommandSerializer.NetCodeSourceGenerator.additionalfile.meta
├── StateSave.meta
├── StateSave
│ ├── StateSave.cs
│ └── StateSave.cs.meta
├── Stats.meta
├── Stats
│ ├── DebugWebSocket.cs
│ ├── DebugWebSocket.cs.meta
│ ├── GhostStatsCollectionSystem.cs
│ ├── GhostStatsCollectionSystem.cs.meta
│ ├── GhostStatsMetrics.cs
│ ├── GhostStatsMetrics.cs.meta
│ ├── GhostStatsSystem.cs
│ ├── GhostStatsSystem.cs.meta
│ ├── netdbg.html
│ ├── netdbg.html.meta
│ ├── netdbg.js
│ ├── netdbg.js.meta
│ ├── snapshots.json
│ └── snapshots.json.meta
├── Unity.NetCode.asmdef
├── Unity.NetCode.asmdef.meta
├── Variants.meta
└── Variants
│ ├── GhostTransformVariants.cs
│ └── GhostTransformVariants.cs.meta
├── Tests.meta
├── Tests
├── Editor.meta
├── Editor
│ ├── AnalyticsTests.cs
│ ├── AnalyticsTests.cs.meta
│ ├── AssemblyInfo.cs
│ ├── AssemblyInfo.cs.meta
│ ├── BootstrapTests.cs
│ ├── BootstrapTests.cs.meta
│ ├── ChangeFilterTests.cs
│ ├── ChangeFilterTests.cs.meta
│ ├── ClientSimulationSystemGroupTests.cs
│ ├── ClientSimulationSystemGroupTests.cs.meta
│ ├── CommandBufferSerialization.cs
│ ├── CommandBufferSerialization.cs.meta
│ ├── CommandDataTests.cs
│ ├── CommandDataTests.cs.meta
│ ├── ConnectionApprovalTests.cs
│ ├── ConnectionApprovalTests.cs.meta
│ ├── ConnectionTests.cs
│ ├── ConnectionTests.cs.meta
│ ├── Debugging.meta
│ ├── Debugging
│ │ ├── NetStatsTests.cs
│ │ ├── NetStatsTests.cs.meta
│ │ ├── PacketDumpTests.cs
│ │ └── PacketDumpTests.cs.meta
│ ├── DotsGlobalSettingsTests.cs
│ ├── DotsGlobalSettingsTests.cs.meta
│ ├── EditorRateManagerTests.cs
│ ├── EditorRateManagerTests.cs.meta
│ ├── ExtrapolationTests.cs
│ ├── ExtrapolationTests.cs.meta
│ ├── FixedListSupportTests.cs
│ ├── FixedListSupportTests.cs.meta
│ ├── GameObjectConversionTest.cs
│ ├── GameObjectConversionTest.cs.meta
│ ├── GhostCollectionStreamingTests.cs
│ ├── GhostCollectionStreamingTests.cs.meta
│ ├── GhostDeserializationHelper.cs
│ ├── GhostDeserializationHelper.cs.meta
│ ├── GhostGenTestTypes.cs
│ ├── GhostGenTestTypes.cs.meta
│ ├── GhostGroupTests.cs
│ ├── GhostGroupTests.cs.meta
│ ├── GhostPrefabCreationTests.cs
│ ├── GhostPrefabCreationTests.cs.meta
│ ├── GhostPresentationTests.cs
│ ├── GhostPresentationTests.cs.meta
│ ├── GhostSerializationDataForEnableableBits.cs
│ ├── GhostSerializationDataForEnableableBits.cs.meta
│ ├── GhostSerializationTests.cs
│ ├── GhostSerializationTests.cs.meta
│ ├── GhostSerializationTestsForEnableableBits.cs
│ ├── GhostSerializationTestsForEnableableBits.cs.meta
│ ├── GhostSerializeBufferTests.cs
│ ├── GhostSerializeBufferTests.cs.meta
│ ├── GhostTypeTests.cs
│ ├── GhostTypeTests.cs.meta
│ ├── HostMigrationTests.cs
│ ├── HostMigrationTests.cs.meta
│ ├── InputComponentDataTest.cs
│ ├── InputComponentDataTest.cs.meta
│ ├── InterpolationTests.cs
│ ├── InterpolationTests.cs.meta
│ ├── InvalidUsageTests.cs
│ ├── InvalidUsageTests.cs.meta
│ ├── LateJoinCompletionTests.cs
│ ├── LateJoinCompletionTests.cs.meta
│ ├── MultiDriverTests.cs
│ ├── MultiDriverTests.cs.meta
│ ├── MultiEntityGhostTests.cs
│ ├── MultiEntityGhostTests.cs.meta
│ ├── OwnerPredictedSwitchOwnerTests.cs
│ ├── OwnerPredictedSwitchOwnerTests.cs.meta
│ ├── PartialSendTests.cs
│ ├── PartialSendTests.cs.meta
│ ├── PerPrefabOverridesTests.cs
│ ├── PerPrefabOverridesTests.cs.meta
│ ├── PerformanceTests.meta
│ ├── PerformanceTests
│ │ ├── GhostCollectionSystemPerfTests.cs
│ │ ├── GhostCollectionSystemPerfTests.cs.meta
│ │ ├── PerfTestRecorder.cs
│ │ └── PerfTestRecorder.cs.meta
│ ├── Physics.meta
│ ├── Physics
│ │ ├── HistoryBufferTests.cs
│ │ ├── HistoryBufferTests.cs.meta
│ │ ├── LagCompensationTests.cs
│ │ ├── LagCompensationTests.cs.meta
│ │ ├── PhysicsLoopConfigurationTests.cs
│ │ ├── PhysicsLoopConfigurationTests.cs.meta
│ │ ├── PhysicsRateManagerTests.cs
│ │ ├── PhysicsRateManagerTests.cs.meta
│ │ ├── Unity.NetCode.Physics.Editor.Tests.asmdef
│ │ └── Unity.NetCode.Physics.Editor.Tests.asmdef.meta
│ ├── PredictionSwitchTests.cs
│ ├── PredictionSwitchTests.cs.meta
│ ├── PredictionTests.cs
│ ├── PredictionTests.cs.meta
│ ├── Prespawn.meta
│ ├── Prespawn
│ │ ├── Assets.meta
│ │ ├── Assets
│ │ │ ├── Whitebox_Ground_1600x1600_A Variant.prefab
│ │ │ ├── Whitebox_Ground_1600x1600_A Variant.prefab.meta
│ │ │ ├── Whitebox_Ground_1600x1600_A.fbx
│ │ │ ├── Whitebox_Ground_1600x1600_A.fbx.meta
│ │ │ ├── Whitebox_Ground_1600x1600_A.prefab
│ │ │ └── Whitebox_Ground_1600x1600_A.prefab.meta
│ │ ├── LateJoinOptTests.cs
│ │ ├── LateJoinOptTests.cs.meta
│ │ ├── PreSpawnTests.cs
│ │ └── PreSpawnTests.cs.meta
│ ├── RelevancyTests.cs
│ ├── RelevancyTests.cs.meta
│ ├── Rpc.meta
│ ├── Rpc
│ │ ├── RpcTestSystems.cs
│ │ ├── RpcTestSystems.cs.meta
│ │ ├── RpcTests.cs
│ │ └── RpcTests.cs.meta
│ ├── SendToOwnerTests.cs
│ ├── SendToOwnerTests.cs.meta
│ ├── SerializationTests.meta
│ ├── SerializationTests
│ │ ├── SingleBaselineTests.cs
│ │ └── SingleBaselineTests.cs.meta
│ ├── SnapshotDataBufferLookupTests.cs
│ ├── SnapshotDataBufferLookupTests.cs.meta
│ ├── SnapshotSequenceIdTests.cs
│ ├── SnapshotSequenceIdTests.cs.meta
│ ├── SpawnTests.cs
│ ├── SpawnTests.cs.meta
│ ├── StateSaveTests.cs
│ ├── StateSaveTests.cs.meta
│ ├── StaticOptimizationTests.cs
│ ├── StaticOptimizationTests.cs.meta
│ ├── SubSceneLoadingTests.cs
│ ├── SubSceneLoadingTests.cs.meta
│ ├── SubSceneLoadingTests_CustomAckFlow.cs
│ ├── SubSceneLoadingTests_CustomAckFlow.cs.meta
│ ├── TestEnterExitGame.cs
│ ├── TestEnterExitGame.cs.meta
│ ├── Unity.NetCode.Editor.Tests.asmdef
│ ├── Unity.NetCode.Editor.Tests.asmdef.meta
│ ├── WorldMigrationTests.cs
│ └── WorldMigrationTests.cs.meta
├── Runtime.meta
└── Runtime
│ ├── Utils.meta
│ └── Utils
│ ├── AssemblyInfo.cs
│ ├── AssemblyInfo.cs.meta
│ ├── Editor.meta
│ ├── Editor
│ ├── PlaymodeUtils.cs
│ └── PlaymodeUtils.cs.meta
│ ├── GhostGenTestUtils.cs
│ ├── GhostGenTestUtils.cs.meta
│ ├── GhostIdAndTickCheckerAuthoring.cs
│ ├── GhostIdAndTickCheckerAuthoring.cs.meta
│ ├── LoggingForward.cs
│ ├── LoggingForward.cs.meta
│ ├── ManualTickingSystemGroups.meta
│ ├── ManualTickingSystemGroups
│ ├── TickClientInitializationSystem.cs
│ ├── TickClientInitializationSystem.cs.meta
│ ├── TickClientPresentationSystem.cs
│ ├── TickClientPresentationSystem.cs.meta
│ ├── TickClientSimulationSystem.cs
│ ├── TickClientSimulationSystem.cs.meta
│ ├── TickComponentSystemGroup.cs
│ ├── TickComponentSystemGroup.cs.meta
│ ├── TickServerInitializationSystem.cs
│ ├── TickServerInitializationSystem.cs.meta
│ ├── TickServerSimulationSystem.cs
│ └── TickServerSimulationSystem.cs.meta
│ ├── NetCodePrespawnAuthoring.cs
│ ├── NetCodePrespawnAuthoring.cs.meta
│ ├── NetCodePrespawnTag.cs
│ ├── NetCodePrespawnTag.cs.meta
│ ├── NetCodeScenarioUtils.cs
│ ├── NetCodeScenarioUtils.cs.meta
│ ├── NetCodeTestLatencyProfile.cs
│ ├── NetCodeTestLatencyProfile.cs.meta
│ ├── NetCodeTestWorld.cs
│ ├── NetCodeTestWorld.cs.meta
│ ├── NetcodeBitArrayExtensionTests.cs
│ ├── NetcodeBitArrayExtensionTests.cs.meta
│ ├── NetcodeTransformUsageFlagsTestAuthoring.cs
│ ├── NetcodeTransformUsageFlagsTestAuthoring.cs.meta
│ ├── Proxies.meta
│ ├── Proxies
│ ├── GhostCollectionSystemProxy.cs
│ ├── GhostCollectionSystemProxy.cs.meta
│ ├── GhostReceiveSystemProxy.cs
│ ├── GhostReceiveSystemProxy.cs.meta
│ ├── GhostSendSystemProxy.cs
│ ├── GhostSendSystemProxy.cs.meta
│ ├── GhostUpdateSystemProxy.cs
│ ├── GhostUpdateSystemProxy.cs.meta
│ ├── NetworkStreamReceiveSystemProxy.cs
│ └── NetworkStreamReceiveSystemProxy.cs.meta
│ ├── SomeData.cs
│ ├── SomeData.cs.meta
│ ├── SomeDataAuthoring.cs
│ ├── SomeDataAuthoring.cs.meta
│ ├── SomeDataElementAuthoring.cs
│ ├── SomeDataElementAuthoring.cs.meta
│ ├── SubSceneHelper.cs
│ ├── SubSceneHelper.cs.meta
│ ├── TestNetCodeAuthoring.cs
│ ├── TestNetCodeAuthoring.cs.meta
│ ├── TestWithSceneAsset.cs
│ ├── TestWithSceneAsset.cs.meta
│ ├── Unity.NetCode.TestsUtils.Runtime.Tests.asmdef
│ └── Unity.NetCode.TestsUtils.Runtime.Tests.asmdef.meta
├── ValidationExceptions.json
├── ValidationExceptions.json.meta
├── package.json
├── package.json.meta
├── pvpExceptions.json
└── pvpExceptions.json.meta
/.buginfo:
--------------------------------------------------------------------------------
1 | system: jira
2 | server: jira.unity3d.com
3 | project: N4EBUG
4 | issuetype: Bug
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/.footignore:
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1 | ValidationExceptions.json
2 |
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/Documentation~/debugging.md:
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1 | # Testing and debugging your game
2 |
3 | Test and debug your game using tools available for Netcode for Entities.
4 |
5 | | **Topic** | **Description** |
6 | |:--------------------------------------------|:--------------------------------------|
7 | | **[Logging](logging.md)** | Netcode for Entities has a built-in logging component that enables you to modify how much log information is printed. |
8 | | **[Using the PlayMode Tool](playmode-tool.md)** | Use the PlayMode tool to simulate network environments for testing. |
9 | | **[Gathering metrics with MetricsMonitorComponent](metrics.md)** | Create a singleton of type [MetricsMonitorComponent](https://docs.unity3d.com/Packages/com.unity.netcode@latest/index.html?subfolder=/api/Unity.NetCode.MetricsMonitor.html) and populate it with the data points you want to monitor. |
10 | | **[Using source generators](source-generators.md)** | Use a source generator for debugging and logging. |
11 |
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/Documentation~/host-migration/add-host-migration.md:
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1 | # Add host migration to your project
2 |
3 | > [!NOTE]
4 | > Host migration is an experimental feature so the API and implementation can change in the future. By default it's not exposed, enable it by adding the `ENABLE_HOST_MIGRATION` define in the __Scripting Define Symbols__ in the __Player__ tab of the project settings.
5 |
6 | Understand the requirements, systems, and integrations involved in adding host migration to your project.
7 |
8 | | **Topic** | **Description** |
9 | | :------------------------------ | :------------------------------- |
10 | | **[Host migration requirements](host-migration-requirements.md)** | Understand the requirements for using host migration in a project and which platforms are supported. |
11 | | **[Host migration considerations](host-migration-considerations.md)** | A project which supports migration of the server data to a new server requires certain design considerations.
12 | | **[Host migration systems and data](host-migration-systems.md)** | Set up host migration systems in your project to enable host migration in a client hosted networking experience. |
13 | | **[Lobby and Relay integration](lobby-relay-integration.md)** | Integrate with Unity Lobby and Unity Relay to enable host migration in Netcode for Entities. |
14 |
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1 | # Netcode for Entities project setup
2 |
3 | To set up Netcode for Entities, you need to make sure you're using the correct version of the Editor.
4 |
5 | ## Unity Editor version
6 |
7 | Netcode for Entities requires you to have Unity version __2022.3.0f1__ or higher.
8 |
9 | ## IDE support
10 |
11 | The Entities package uses [Roslyn Source Generators](https://docs.microsoft.com/en-us/dotnet/csharp/roslyn-sdk/source-generators-overview). For a better editing experience, we suggest using an IDE that's compatible with source generators. The following IDEs are compatible with source generators:
12 |
13 | * Visual Studio 2022+
14 | * Rider 2021.3.3+
15 |
16 | ## Project setup
17 |
18 | 1. Open the __Unity Hub__ and create a new __URP Project__.
19 | 1. Navigate to the __Package Manager__ (__Window__ > __Package Manager__).
20 | 1. Add the following packages using __Add package by name__ under the __+__ menu at the top left of the Package Manager.
21 | - com.unity.netcode
22 | - com.unity.entities.graphics
23 |
24 | When the Package Manager is done, you can continue with the [next steps](networked-cube.md).
25 |
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/Documentation~/optimizing.md:
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1 | # Optimizing performance
2 |
3 | Optimize the performance of your game in Netcode for Entities.
4 |
5 | | **Topic** | **Description** |
6 | | :------------------------------ | :------------------------------- |
7 | | **[Optimizing your game](optimizations.md)** | Strategies for optimizing your Netcode for Entities game. |
8 | | **[Data compression](compression.md)** | Netcode for Entities provides a number of ways to reduce bandwidth consumption, minimizing the likelihood that a player will experience gameplay issues as a result of bandwidth limitations. |
9 |
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/Documentation~/prediction.md:
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1 | # Prediction
2 |
3 | Use prediction to manage latency in your game.
4 |
5 | | **Topic** | **Description** |
6 | | :------------------------------ | :------------------------------- |
7 | | **[Introduction to prediction](intro-to-prediction.md)** | Client prediction allows clients to use their own inputs to locally simulate the game, without waiting for the server's simulation result. |
8 | | **[Prediction in Netcode for Entities](prediction-n4e.md)** | Implement client prediction in Netcode for Entities. |
9 | | **[Prediction smoothing](prediction-smoothing.md)** | The `GhostPredictionSmoothingSystem` system provides a way of reconciling and reducing prediction errors over time, to make the transitions between states smoother. |
10 | | **[Prediction switching](prediction-switching.md)** | Netcode supports opting into prediction on a per-client, per-ghost basis, based on some criteria (for example, predict all ghosts inside this radius of my clients' character controller). This feature is called prediction switching. |
11 | | **[Prediction edge cases and known issues](prediction-details.md)** | When using client-side prediction, there are a few known edge cases you should be aware of. |
12 |
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/Documentation~/reference.md:
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1 | # Reference
2 |
3 | Refer to the information in this section for more details about Netcode for Entities.
4 |
5 | | **Topic** | **Description** |
6 | | :------------------------------ | :------------------------------- |
7 | | **[Netcode-specific components and types](entities-list.md)** | A list of all entities used by the Netcode package. |
8 | | **[Netcode Project Settings reference](project-settings.md)** | Netcode derives classes from Entities. Use __DOTS Settings__ to define Netcode-specific settings. |
9 |
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/Documentation~/samples.md:
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1 | # Samples
2 |
3 | Sample projects and guides to get you started with Netcode for Entities.
4 |
5 | | **Topic** | **Description** |
6 | | :------------------------------ | :------------------------------- |
7 | | **[Networked Cube](networked-cube.md)** | An introductory sample to get you started working with Netcode for Entities. |
8 | | **[Host migration in Asteroids](host-migration/host-migration-sample.md)** | This sample demonstrates an implementation of [host migration](host-migration/host-migration.md) in Netcode for Entities using the Asteroids sample as a base. |
9 |
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/Documentation~/synchronization.md:
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1 | # Synchronizing states and inputs
2 |
3 | Use ghosts, commands, and RPCs to synchronize states and inputs between server and clients in your multiplayer game.
4 |
5 | | **Topic** | **Description** |
6 | |:------------------------------------------------|:----------------------------------------------|
7 | | **[Synchronization with ghosts](ghosts.md)** | Use ghosts to synchronize and replicate states between server and clients in a consistent and customizable way.|
8 | | **[Communication with RPCs](rpcs.md)** | Use remote procedure calls (RPCs) to communicate high-level game flow events and send one-off, non-predicted commands from the client to the server. |
9 | | **[Handling inputs with the command stream](command-stream.md)** | Clients send a continuous command stream to the server when [`NetworkStreamConnection`](https://docs.unity3d.com/Packages/com.unity.netcode@latest?subfolder=/api/Unity.NetCode.NetworkStreamConnection.html) is tagged as in-game. This stream includes all inputs and acknowledgements of the last received snapshot. |
10 |
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1 | using System;
2 | using UnityEngine.Analytics;
3 |
4 | namespace Unity.NetCode.Editor.Analytics
5 | {
6 | [Serializable]
7 | #if UNITY_2023_2_OR_NEWER
8 | internal struct PlayModeLagSpikeTriggeredData : IAnalytic.IData
9 | #else
10 | internal struct PlayModeLagSpikeTriggeredData
11 | #endif
12 | {
13 | public int lengthMs;
14 | }
15 |
16 | #if UNITY_2023_2_OR_NEWER
17 | [AnalyticInfo(eventName: "n4eToolsPlayModeLagSpikeTriggered", vendorKey: "unity.netcode", version:1, maxEventsPerHour: 1000)]
18 | internal class PlayModeLagSpikeTriggeredAnalytic : IAnalytic
19 | #else
20 | internal class PlayModeLagSpikeTriggeredAnalytic
21 | #endif
22 | {
23 | public PlayModeLagSpikeTriggeredAnalytic(int lengthMs)
24 | {
25 | m_Data = new PlayModeLagSpikeTriggeredData()
26 | {
27 | lengthMs = lengthMs
28 | };
29 | }
30 |
31 | #if UNITY_2023_2_OR_NEWER
32 | public bool TryGatherData(out IAnalytic.IData data, out Exception error)
33 | {
34 | error = null;
35 | data = m_Data;
36 | return data != null;
37 | }
38 | #endif
39 |
40 | private PlayModeLagSpikeTriggeredData m_Data;
41 | }
42 | }
43 |
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1 | using System;
2 | using UnityEngine.Analytics;
3 |
4 | namespace Unity.NetCode.Editor.Analytics
5 | {
6 | #if UNITY_2023_2_OR_NEWER
7 | [AnalyticInfo(eventName: "n4eToolsPlayModeLogCommandStats", vendorKey: "unity.netcode", version: 1, maxEventsPerHour: 1000)]
8 | internal struct PlayModeLogCommandStatsAnalytic : IAnalytic
9 | {
10 | public bool TryGatherData(out IAnalytic.IData data, out Exception error)
11 | {
12 | data = null;
13 | error = null;
14 | return false;
15 | }
16 | }
17 | #else
18 | internal struct PlayModeLogCommandStatsAnalytic{}
19 | #endif
20 | }
21 |
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1 | using System;
2 | using UnityEngine.Analytics;
3 |
4 | namespace Unity.NetCode.Editor.Analytics
5 | {
6 | #if UNITY_2023_2_OR_NEWER
7 | [AnalyticInfo(eventName: "n4eToolsPlayModeLogRelevancyAnalytic", vendorKey: "unity.netcode", version: 1,
8 | maxEventsPerHour: 1000)]
9 | internal struct PlayModeLogRelevancyAnalytic : IAnalytic
10 | {
11 | public bool TryGatherData(out IAnalytic.IData data, out Exception error)
12 | {
13 | data = null;
14 | error = null;
15 | return false;
16 | }
17 | }
18 | #else
19 | internal struct PlayModeLogRelevancyAnalytic{}
20 | #endif
21 | }
22 |
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1 | using System.Runtime.CompilerServices;
2 |
3 | [assembly: InternalsVisibleTo("Unity.NetCode.EditorGhostCompilerTests")]
4 | [assembly: InternalsVisibleTo("Unity.NetCode.EditorTests")]
5 |
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1 | Netcode for Entities copyright © 2025 Unity Technologies
2 |
3 | Licensed under the Unity Companion License for Unity-dependent projects--see [Unity Companion License](http://www.unity3d.com/legal/licenses/Unity_Companion_License).
4 |
5 | Unless expressly provided otherwise, the Software under this license is made available strictly on an “AS IS” BASIS WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED. Please review the license for details on these and other terms and conditions.
6 |
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/README.md:
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1 | # Netcode for Entities
2 |
3 | This package allows you to build server authoritative multiplayer games with client prediction using Entities (com.unity.entities).
4 |
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/Runtime/Analytics/GhostConfigurationAnalyticsData.cs:
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1 | #if UNITY_EDITOR
2 | using System;
3 |
4 | namespace Unity.NetCode.Analytics
5 | {
6 | [Serializable]
7 | #if UNITY_2023_2_OR_NEWER
8 | struct GhostConfigurationAnalyticsData : UnityEngine.Analytics.IAnalytic.IData
9 | #else
10 | struct GhostConfigurationAnalyticsData
11 | #endif
12 | {
13 | public string id;
14 | public string ghostMode;
15 | public string optimizationMode;
16 | public int prespawnedCount;
17 | public bool autoCommandTarget;
18 | public int variance;
19 | public int importance;
20 | public int maxSendRateHz;
21 |
22 | public override string ToString()
23 | {
24 | return $"{nameof(id)}: {id}, " +
25 | $"{nameof(ghostMode)}: {ghostMode}, " +
26 | $"{nameof(optimizationMode)}: {optimizationMode}, " +
27 | $"{nameof(prespawnedCount)}: {prespawnedCount}, " +
28 | $"{nameof(autoCommandTarget)}: {autoCommandTarget}, " +
29 | $"{nameof(importance)}: {importance}, " +
30 | $"{nameof(maxSendRateHz)}: {maxSendRateHz}, " +
31 | $"{nameof(variance)}: {variance}";
32 | }
33 | }
34 | }
35 | #endif
36 |
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1 | using System.Runtime.CompilerServices;
2 | [assembly: InternalsVisibleTo("Unity.NetCode.Editor")]
3 | [assembly: InternalsVisibleTo("Unity.NetCode.EditorTests")]
4 | [assembly: InternalsVisibleTo("Unity.NetCode.Physics.EditorTests")]
5 | [assembly: InternalsVisibleTo("Unity.NetCode.TestsUtils")]
6 | [assembly: InternalsVisibleTo("Unity.NetCode.Authoring.Hybrid")]
7 | [assembly: InternalsVisibleTo("Unity.NetCode.Physics")]
8 | [assembly: InternalsVisibleTo("Unity.NetCode.BurstCompatibilityCodeGenTests")]
9 | [assembly: InternalsVisibleTo("Unity.NetcodeSamples.EditModeTests")]
10 |
11 |
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1 | using System;
2 |
3 | namespace Unity.NetCode
4 | {
5 | ///
6 | /// Use this attribute to prevent a GhostComponent from supporting any kind of variants or PrefabType overrides.
7 | /// Hides this component in the `GhostAuthoringInspectionComponent` window.
8 | /// Mutually exclusive to .
9 | ///
10 | [AttributeUsage(AttributeTargets.Struct | AttributeTargets.Class)]
11 | public sealed class DontSupportPrefabOverridesAttribute : Attribute
12 | {
13 | }
14 | }
15 |
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1 | using System;
2 |
3 | namespace Unity.NetCode
4 | {
5 | ///
6 | /// Attribute used to explicitly instruct code-serialization to limit the fixed-size list capacity.
7 | ///
8 | [AttributeUsage(AttributeTargets.Field|AttributeTargets.Property, Inherited = true)]
9 | public class GhostFixedListCapacityAttribute : Attribute
10 | {
11 | ///
12 | /// The maximum number of replicated elements. When the length of the list is larger than this threshold
13 | /// only the first MaxReplicatedElements are replicated.
14 | ///
15 | ///
16 | /// The MaxReplicatedElements must be always less or equal than 64 elements. The restriction is enforced at compile time.
17 | ///
18 | public uint Capacity;
19 | }
20 | }
21 |
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1 | using System.Runtime.CompilerServices;
2 |
3 | [assembly: InternalsVisibleTo("Unity.NetCode.EditorTests")]
4 | [assembly: InternalsVisibleTo("Unity.NetCode.TestsUtils")]
5 | [assembly: InternalsVisibleTo("Unity.NetCode.Editor")]
6 | [assembly: InternalsVisibleTo("Unity.NetCode.Physics.Hybrid")]
7 | [assembly: InternalsVisibleTo("Unity.NetCode.Hybrid")]
8 | [assembly: InternalsVisibleTo("Configuration")]
9 |
10 |
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1 | using Unity.Entities;
2 | using UnityEngine;
3 |
4 | namespace Unity.NetCode
5 | {
6 | ///
7 | /// Authoring component which adds the DisableAutomaticPrespawnSectionReporting component to the Entity.
8 | ///
9 | [UnityEngine.DisallowMultipleComponent]
10 | [HelpURL(Authoring.HelpURLs.DisableAutomaticPrespawnSectionReportingAuthoring)]
11 | public class DisableAutomaticPrespawnSectionReportingAuthoring : UnityEngine.MonoBehaviour
12 | {
13 | [BakingVersion("cmarastoni", 1)]
14 | class DisableAutomaticPrespawnSectionReportingBaker : Baker
15 | {
16 | public override void Bake(DisableAutomaticPrespawnSectionReportingAuthoring authoring)
17 | {
18 | DisableAutomaticPrespawnSectionReporting component = default(DisableAutomaticPrespawnSectionReporting);
19 | var entity = GetEntity(TransformUsageFlags.Dynamic);
20 | AddComponent(entity, component);
21 | }
22 | }
23 | }
24 | }
25 |
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1 | namespace Unity.NetCode.Authoring
2 | {
3 | internal static partial class HelpURLs
4 | {
5 | const string k_BaseUrl = "https://docs.unity3d.com/Packages/com.unity.netcode@latest/index.html?subfolder=/api/";
6 | internal const string GhostAuthoringComponent = k_BaseUrl + "Unity.NetCode.GhostAuthoringComponent.html";
7 | internal const string GhostAuthoringInspetionComponent = k_BaseUrl + "Unity.NetCode.GhostAuthoringInspectionComponent.html";
8 | internal const string NetCodeDebugConfigAuthoring = k_BaseUrl + "Unity.NetCode.NetCodeDebugConfigAuthoring.html";
9 | internal const string DefaultSmoothingActionUserParamsAuthoring = k_BaseUrl + "Unity.NetCode.DefaultSmoothingActionUserParamsAuthoring.html";
10 | internal const string DisableAutomaticPrespawnSectionReportingAuthoring = k_BaseUrl + "Unity.NetCode.DisableAutomaticPrespawnSectionReportingAuthoring.html";
11 | internal const string NetCodePhysicsConfig = k_BaseUrl + "Unity.NetCode.NetCodePhysicsConfig.html";
12 | internal const string GhostPresentationGameObjectAuthoring = k_BaseUrl + "Unity.NetCode.Hybrid.GhostPresentationGameObjectAuthoring.html";
13 | }
14 | }
15 |
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1 | #if USING_PLATFORMS_PACKAGE
2 | #if UNITY_EDITOR
3 | using Unity.Build;
4 | #endif
5 |
6 | #if UNITY_EDITOR
7 | public class NetCodeConversionSettings : IBuildComponent
8 | {
9 | public NetcodeConversionTarget Target;
10 | public string Name => "NetCode Conversion Settings";
11 |
12 | public bool OnGUI()
13 | {
14 | UnityEditor.EditorGUI.BeginChangeCheck();
15 | Target = (NetcodeConversionTarget) UnityEditor.EditorGUILayout.EnumPopup("Target", Target);
16 | return UnityEditor.EditorGUI.EndChangeCheck();
17 | }
18 | }
19 | #endif
20 | #endif
21 |
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1 | {
2 | "name": "Unity.NetCode.Authoring.Hybrid",
3 | "rootNamespace": "",
4 | "references": [
5 | "Unity.NetCode",
6 | "Unity.Entities",
7 | "Unity.Entities.Hybrid",
8 | "Unity.Scenes",
9 | "Unity.Mathematics",
10 | "Unity.Transforms",
11 | "Unity.Collections",
12 | "Unity.Build",
13 | "Unity.Networking.Transport",
14 | "Unity.NetCode.Hybrid",
15 | "Unity.Burst",
16 | "Unity.Entities.Build"
17 | ],
18 | "includePlatforms": [],
19 | "excludePlatforms": [],
20 | "allowUnsafeCode": true,
21 | "overrideReferences": false,
22 | "precompiledReferences": [],
23 | "autoReferenced": true,
24 | "defineConstraints": [],
25 | "versionDefines": [],
26 | "noEngineReferences": false
27 | }
28 |
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1 | using System;
2 |
3 | namespace Unity.NetCode
4 | {
5 | ///
6 | /// This attribute is used to disable code generation for a struct implementing ICommandData or IRpcCommand
7 | ///
8 | [AttributeUsage(AttributeTargets.Class|AttributeTargets.Struct)]
9 | public class NetCodeDisableCommandCodeGenAttribute : Attribute
10 | {
11 | }
12 | }
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1 | using System;
2 |
3 | namespace Unity.NetCode
4 | {
5 | ///
6 | /// Use this attribute to allow a GhostComponent to support any kind of Ghost variation.
7 | /// Mutually exclusive to .
8 | ///
9 | /// Note that if a type implements , it implicitly supports prefab overrides.
10 | /// Use Case: Disabling a rendering component on the `Server` version of a Ghost.
11 | [AttributeUsage(AttributeTargets.Struct)]
12 | [Obsolete("This attribute is now implicit (and thus this attribute does nothing), as all components (including components in other packages) should support user modification, and this prevented that. (RemovedAfter Entities 1.0)")]
13 | public class SupportsPrefabOverridesAttribute : Attribute
14 | {
15 | }
16 | }
17 |
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/Runtime/Authoring/UserDefinedTemplates.cs:
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1 | // IMPORTANT NOTE: This file is shared with NetCode source generators
2 | // NO UnityEngine, UnityEditore or other packages dll references are allowed here.
3 | using System.Collections.Generic;
4 |
5 | namespace Unity.NetCode.Generators
6 | {
7 | ///
8 | /// UserDefinedTemplates is used to add custom templates to the code-generation system.
9 | /// Add a partial class definition to an AssemblyDefinitionReference (.asmref) referencing Unity.NetCode,
10 | /// implement the method by adding your new typesto the templates list.
11 | ///
12 | public static partial class UserDefinedTemplates
13 | {
14 | internal static List Templates;
15 |
16 | static UserDefinedTemplates()
17 | {
18 | Templates = new List();
19 | RegisterTemplates(Templates, "Packages/com.unity.netcode/Editor/Templates");
20 | }
21 | static partial void RegisterTemplates(List templates, string defaultRootPath);
22 | }
23 | }
24 |
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1 | namespace Unity.NetCode
2 | {
3 | ///
4 | /// The message types sent by NetCode.
5 | ///
6 | public enum NetworkStreamProtocol
7 | {
8 | ///
9 | /// A packet that contains an input command. Sent always from client to server.
10 | ///
11 | Command,
12 | ///
13 | /// The simulation snapshot. Sent from server to client
14 | ///
15 | Snapshot,
16 | ///
17 | /// A message that contains a single RPC. Can be sent by both client and server
18 | ///
19 | Rpc
20 | }
21 | }
22 |
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1 | #if UNITY_EDITOR && !NETCODE_NDEBUG
2 | #define NETCODE_DEBUG
3 | #endif
4 | using System;
5 | using Unity.Collections;
6 | using Unity.Entities;
7 | using UnityEngine.Scripting.APIUpdating;
8 |
9 | #if NETCODE_DEBUG
10 | namespace Unity.NetCode
11 | {
12 | ///
13 | /// The name of ghost prefab. Used for debugging purpose to pretty print ghost names. Available only once the
14 | /// NETCODE_DEBUG define is set.
15 | ///
16 | public struct PrefabDebugName : IComponentData
17 | {
18 | ///
19 | /// The name of the prefab.
20 | ///
21 | [Obsolete("The PrefabDebugName.Name field has been deprecated. Please use the PrefabName instea.", false)]
22 | public FixedString64Bytes Name;
23 |
24 | ///
25 | /// The name of the prefab.
26 | ///
27 | public LowLevel.BlobStringText PrefabName;
28 | }
29 | }
30 | #endif
31 |
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1 | using Unity.Entities;
2 |
3 | namespace Unity.NetCode
4 | {
5 | internal static class EntityStorageInfoLookupExtensions
6 | {
7 | public static bool TryGetValue(this EntityStorageInfoLookup self, Entity ent, out EntityStorageInfo info)
8 | {
9 | if (!self.Exists(ent))
10 | {
11 | info = default;
12 | return false;
13 | }
14 | info = self[ent];
15 | return true;
16 | }
17 | }
18 | }
19 |
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1 | using System.Runtime.CompilerServices;
2 | [assembly:InternalsVisibleTo("Unity.Netcode.EditorTests")]
3 |
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1 | namespace Unity.NetCode.Hybrid
2 | {
3 | internal static class HelpURLs
4 | {
5 | const string k_BaseUrl = "https://docs.unity3d.com/Packages/com.unity.netcode@latest/index.html?subfolder=/api/";
6 | internal const string GhostAnimationController = k_BaseUrl + "Unity.NetCode.Hybrid.GhostAnimationController.html";
7 | internal const string GhostPresentationGameObjectEntityOwner = k_BaseUrl + "Unity.NetCode.Hybrid.GhostPresentationGameObjectEntityOwner.html";
8 | }
9 | }
10 |
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1 | using System;
2 | using Unity.Burst;
3 |
4 | namespace Unity.NetCode
5 | {
6 | ///
7 | ///Simple RAII-like wrapper that simplify making C# function delegate burst compatible.
8 | ///
9 | ///the function delegate type
10 | public struct PortableFunctionPointer where T : Delegate
11 | {
12 | ///
13 | /// Convert the delegate to a burst-compatible function pointer.
14 | ///
15 | /// the function delegate
16 | public PortableFunctionPointer(T executeDelegate)
17 | {
18 | Ptr = BurstCompiler.CompileFunctionPointer(executeDelegate);
19 | }
20 |
21 | internal readonly FunctionPointer Ptr;
22 | }
23 | }
24 |
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1 | using System;
2 | using Unity.Collections;
3 | using Unity.Entities;
4 |
5 | namespace Unity.NetCode
6 | {
7 | ///
8 | /// Singleton component with APIs and collections required for Ghost spawning and despawning.
9 | /// and .
10 | ///
11 | internal struct GhostDespawnQueues : IComponentData
12 | {
13 | internal NativeQueue InterpolatedDespawnQueue;
14 | internal NativeQueue PredictedDespawnQueue;
15 | }
16 | }
17 |
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1 | using Unity.Entities;
2 |
3 | namespace Unity.NetCode
4 | {
5 | ///
6 | ///
7 | /// Similar to , this buffer can be added to a ghost (via the
8 | /// GhostAuthoringComponent),
9 | /// and it denotes that a group of ghosts should all be serialized as part of this ghost.
10 | /// Note: LinkedEntityGroup stores the root entity in the list, GhostGroup does not!
11 | ///
12 | ///
13 | /// For usage, nuances, and best practices, see: https://docs.unity3d.com/Packages/com.unity.netcode@latest/index.html?subfolder=/manual/ghost-groups.md
14 | ///
15 | ///
16 | [InternalBufferCapacity(0)]
17 | public struct GhostGroup : IBufferElementData
18 | {
19 | ///
20 | /// A child entity.
21 | ///
22 | public Entity Value;
23 | };
24 | }
25 |
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1 | using Unity.Entities;
2 |
3 | namespace Unity.NetCode
4 | {
5 | ///
6 | /// Parent group of all systems that need to process ghost entities after they are spawned.
7 | /// The group execute before to guarantee that when a new snasphot is received
8 | /// from server, all new ghosts has been spawned and ready to receive new data.
9 | ///
10 | [WorldSystemFilter(WorldSystemFilterFlags.ClientSimulation|WorldSystemFilterFlags.ThinClientSimulation, WorldSystemFilterFlags.ClientSimulation)]
11 | [UpdateInGroup(typeof(SimulationSystemGroup), OrderFirst=true)]
12 | [UpdateAfter(typeof(BeginSimulationEntityCommandBufferSystem))]
13 | [UpdateBefore(typeof(NetworkReceiveSystemGroup))]
14 | public partial class GhostSpawnSystemGroup : ComponentSystemGroup
15 | {
16 | }
17 | }
18 |
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1 | using Unity.Entities;
2 |
3 | namespace Unity.NetCode
4 | {
5 | ///
6 | /// Singleton component used to enable/disable the built-in scene auto-tracking.
7 | ///
8 | public struct DisableAutomaticPrespawnSectionReporting : IComponentData {}
9 | }
10 |
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1 | using Unity.Entities;
2 |
3 | namespace Unity.NetCode
4 | {
5 | ///
6 | /// The PrespawnGhostSystemGroup contains all the systems related to pre-spawned ghost.
7 | ///
8 | [WorldSystemFilter(WorldSystemFilterFlags.Default | WorldSystemFilterFlags.ThinClientSimulation)]
9 | [UpdateInGroup(typeof(GhostSimulationSystemGroup))]
10 | [UpdateAfter(typeof(GhostCollectionSystem))]
11 | public partial class PrespawnGhostSystemGroup : ComponentSystemGroup
12 | {
13 | }
14 | }
15 |
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2 | [assembly: InternalsVisibleTo("Unity.NetCode.SourceGeneratorsTests")]
3 |
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1 |
2 |
3 | net6.0
4 | enable
5 | false
6 | Unity.NetCode.SourceGeneratorsTests
7 | latest
8 |
9 |
10 |
11 |
12 |
13 |
14 |
15 |
16 |
17 |
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1 | #templateid:NetCode.GhostSnapshotValueByte.cs
2 | namespace Generated
3 | {
4 | public struct GhostSnapshotData
5 | {
6 | public void SerializeCommand(ref DataStreamWriter writer, in IComponentData data, in IComponentData baseline, StreamCompressionModel compressionModel)
7 | {
8 | #region __COMMAND_WRITE__
9 | writer.WriteByte((byte)data.__COMMAND_FIELD_NAME__);
10 | #endregion
11 | #region __COMMAND_WRITE_PACKED__
12 | writer.WritePackedUInt((byte)data.__COMMAND_FIELD_NAME__, compressionModel);
13 | #endregion
14 | }
15 |
16 | public void DeserializeCommand(ref DataStreamReader reader, ref IComponentData data, in IComponentData baseline, StreamCompressionModel compressionModel)
17 | {
18 | #region __COMMAND_READ__
19 | data.__COMMAND_FIELD_NAME__ = (__COMMAND_FIELD_TYPE_NAME__)reader.ReadByte();
20 | #endregion
21 | #region __COMMAND_READ_PACKED__
22 | data.__COMMAND_FIELD_NAME__ = (__COMMAND_FIELD_TYPE_NAME__)reader.ReadPackedUInt(compressionModel);
23 | #endregion
24 | }
25 | }
26 | }
27 |
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1 | #templateid:NetCode.GhostSnapshotValueSByte.cs
2 | namespace Generated
3 | {
4 | public struct GhostSnapshotData
5 | {
6 | public void SerializeCommand(ref DataStreamWriter writer, in IComponentData data, in IComponentData baseline, StreamCompressionModel compressionModel)
7 | {
8 | #region __COMMAND_WRITE__
9 | writer.WriteByte((byte)data.__COMMAND_FIELD_NAME__);
10 | #endregion
11 | #region __COMMAND_WRITE_PACKED__
12 | writer.WritePackedInt((sbyte)data.__COMMAND_FIELD_NAME__, compressionModel);
13 | #endregion
14 | }
15 |
16 | public void DeserializeCommand(ref DataStreamReader reader, ref IComponentData data, in IComponentData baseline, StreamCompressionModel compressionModel)
17 | {
18 | #region __COMMAND_READ__
19 | data.__COMMAND_FIELD_NAME__ = (__COMMAND_FIELD_TYPE_NAME__)reader.ReadByte();
20 | #endregion
21 | #region __COMMAND_READ_PACKED__
22 | data.__COMMAND_FIELD_NAME__ = (__COMMAND_FIELD_TYPE_NAME__)reader.ReadPackedInt(compressionModel);
23 | #endregion
24 | }
25 | }
26 | }
27 |
--------------------------------------------------------------------------------
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1 | #templateid:NetCode.GhostSnapshotValueShort.cs
2 | namespace Generated
3 | {
4 | public struct GhostSnapshotData
5 | {
6 | public void SerializeCommand(ref DataStreamWriter writer, in IComponentData data, in IComponentData baseline, StreamCompressionModel compressionModel)
7 | {
8 | #region __COMMAND_WRITE__
9 | writer.WriteShort((short)data.__COMMAND_FIELD_NAME__);
10 | #endregion
11 | #region __COMMAND_WRITE_PACKED__
12 | writer.WritePackedInt((short)(data.__COMMAND_FIELD_NAME__, compressionModel);
13 | #endregion
14 | }
15 |
16 | public void DeserializeCommand(ref DataStreamReader reader, ref IComponentData data, in IComponentData baseline, StreamCompressionModel compressionModel)
17 | {
18 | #region __COMMAND_READ__
19 | data.__COMMAND_FIELD_NAME__ = (__COMMAND_FIELD_TYPE_NAME__)reader.ReadShort();
20 | #endregion
21 | #region __COMMAND_READ_PACKED__
22 | data.__COMMAND_FIELD_NAME__ = (__COMMAND_FIELD_TYPE_NAME__)reader.ReadPackedInt(compressionModel);
23 | #endregion
24 | }
25 | }
26 | }
27 |
--------------------------------------------------------------------------------
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1 | #templateid:NetCode.GhostSnapshotValueUShort.cs
2 | namespace Generated
3 | {
4 | public struct GhostSnapshotData
5 | {
6 | public void SerializeCommand(ref DataStreamWriter writer, in IComponentData data, in IComponentData baseline, StreamCompressionModel compressionModel)
7 | {
8 | #region __COMMAND_WRITE__
9 | writer.WriteUShort((ushort)data.__COMMAND_FIELD_NAME__);
10 | #endregion
11 | #region __COMMAND_WRITE_PACKED__
12 | writer.WritePackedUInt((ushort)data.__COMMAND_FIELD_NAME__, compressionModel);
13 | #endregion
14 | }
15 |
16 | public void DeserializeCommand(ref DataStreamReader reader, ref IComponentData data, in IComponentData baseline, StreamCompressionModel compressionModel)
17 | {
18 | #region __COMMAND_READ__
19 | data.__COMMAND_FIELD_NAME__ = (__COMMAND_FIELD_TYPE_NAME__)reader.ReadUShort();
20 | #endregion
21 | #region __COMMAND_READ_PACKED__
22 | data.__COMMAND_FIELD_NAME__ = (__COMMAND_FIELD_TYPE_NAME__)reader.ReadPackedUInt(compressionModel);
23 | #endregion
24 | }
25 | }
26 | }
27 |
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1 | #templateid: NetCode.GhostFixedListContainer.cs
2 | using System;
3 | using Unity.Collections;
4 | using Unity.NetCode.LowLevel.Unsafe;
5 | using Unity.Collections.LowLevel.Unsafe;
6 | using Unity.Mathematics;
7 |
8 | namespace __GHOST_NAMESPACE__
9 | {
10 | ///
11 | /// Auto-Generated stuct used to wrap FixedList's when used inside snapshots. Not responsible for serializing the field itself.
12 | /// /summary>
13 | [System.Runtime.CompilerServices.CompilerGenerated]
14 | internal struct __GHOST_FIXEDLIST_NAME__
15 | {
16 | public const int Capacity = __GHOST_FIXEDLIST_CAPACITY__;
17 |
18 | #region __GHOST_FIXEDLIST_ELEMENTS__
19 | __GHOST_ELEMENT_TYPENAME__ __GHOST_ELEMENT_FIELD_NAME__;
20 | #endregion
21 |
22 | public Span<__GHOST_ELEMENT_TYPENAME__> ToSpan() => FixedArraySerializationUtils.ToSpan<__GHOST_FIXEDLIST_NAME__,__GHOST_ELEMENT_TYPENAME__>(ref this, Capacity);
23 | public ReadOnlySpan<__GHOST_ELEMENT_TYPENAME__> ToReadOnlySpan() => FixedArraySerializationUtils.ToReadOnlySpan<__GHOST_FIXEDLIST_NAME__, __GHOST_ELEMENT_TYPENAME__>(ref this, Capacity);
24 | }
25 | }
26 |
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1 | #templateid:NetCode.GhostFixedListElement.cs
2 | namespace __GHOST_NAMESPACE__
3 | {
4 | ///
5 | /// Auto-Generated struct used to represent composite (struct) fixed array argument.
6 | ///
7 | [System.Runtime.CompilerServices.CompilerGenerated]
8 | internal struct __GHOST_FIELD_TYPE__
9 | {
10 | #region __GHOST_FIELD__
11 | #endregion
12 | }
13 | }
14 |
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1 | A couple of reminders and important things to remembers:
2 |
3 | 1 - All the type templates (the one in DefaultTypes) are used only to get the fragments. The code around are just to preserve
4 | the correct indentation.
5 |
6 | 2 - If any indentation change in GhostComponentSerializer.cs or CommandDataSerializer.cs please check that the corresponding indentantion
7 | level in the type template match
8 |
9 | 3 - THIS IS VERY IMPORTANT: all generated classes (so the ones in CommandDataSerializer, GhostComponentSerializer, GhostComponentRegistrationSytem and RpcCommandSerializer)
10 | MUST BE ANNOTATED WITH [System.Runtime.CompilerServices.CompilerGenerated].
11 |
12 |
13 |
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1 | using System.Runtime.CompilerServices;
2 |
3 | [assembly: InternalsVisibleTo("Tests.SceneLoadingTests")]
4 | [assembly: InternalsVisibleTo("ClientOnlyBackupTests")]
5 | [assembly: InternalsVisibleTo("Unity.NetcodeSamples.EditModeTests")]
6 | [assembly: InternalsVisibleTo("Unity.NetcodeSamples.PlayModeTests")]
7 | [assembly: InternalsVisibleTo("Unity.NetCode.EditorTests")]
8 | [assembly: InternalsVisibleTo("Unity.NetCode.Editor.Tests")]
9 | [assembly: InternalsVisibleTo("Unity.NetCode.Physics.EditorTests")]
10 | [assembly: InternalsVisibleTo("Unity.NetCode.Physics.Editor.Tests")]
11 |
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/Tests/Runtime/Utils/Editor/PlaymodeUtils.cs:
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1 | #if UNITY_EDITOR
2 | using Unity.NetCode.Hybrid;
3 |
4 | namespace Unity.NetCode.Tests
5 | {
6 | ///
7 | /// Helper functions that helps building playmode tests.
8 | ///
9 | internal static class PlaymodeUtils
10 | {
11 | ///
12 | /// Helper function to set the current build-target to client-only.
13 | /// Can be executed before a build by passing "-executeMethod Unity.NetCode.Tests.PlaymodeUtils.SetClientBuild" when launching the editor through command line.
14 | ///
15 | public static void SetClientBuild()
16 | {
17 | NetCodeClientSettings.instance.ClientTarget = NetCodeClientTarget.Client;
18 | NetCodeClientSettings.instance.Save();
19 | }
20 | }
21 | }
22 | #endif
23 |
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/Tests/Runtime/Utils/GhostIdAndTickCheckerAuthoring.cs:
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1 | using Unity.Entities;
2 | using UnityEngine;
3 |
4 | namespace Unity.NetCode.Tests
5 | {
6 | // used to verify ghost id's and spawn ticks are consistent across migrations
7 | internal struct GhostIdAndTickChecker : IComponentData
8 | {
9 | [GhostField] public int originalGhostId;
10 | [GhostField] public NetworkTick originalSpawnTick;
11 | }
12 |
13 | // used to mark ghosts spawned after a migration action (save/load) so they are easy to find
14 | internal struct CreatedPostHostMigrationAction : IComponentData
15 | { }
16 |
17 | internal class GhostIdAndTickCheckerAuthoring : MonoBehaviour
18 | {
19 | }
20 |
21 | class GhostIdAndTickCheckerAuthoringBaker : Baker
22 | {
23 | public override void Bake(GhostIdAndTickCheckerAuthoring authoring)
24 | {
25 | var entity = GetEntity(TransformUsageFlags.Dynamic);
26 | AddComponent(entity, new GhostIdAndTickChecker());
27 | }
28 | }
29 | }
30 |
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/Tests/Runtime/Utils/ManualTickingSystemGroups/TickClientInitializationSystem.cs:
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1 | using Unity.Entities;
2 |
3 | namespace Unity.NetCode
4 | {
5 | ///
6 | /// Update the of a client world from another world (usually the default world)
7 | /// Used only for DOTSRuntime and tests or other specific use cases.
8 | ///
9 | #if !UNITY_SERVER || UNITY_EDITOR
10 | [DisableAutoCreation]
11 | [UpdateInGroup(typeof(InitializationSystemGroup))]
12 | [WorldSystemFilter(WorldSystemFilterFlags.LocalSimulation)]
13 | internal partial class TickClientInitializationSystem : TickComponentSystemGroup
14 | {
15 | }
16 | #endif
17 | }
18 |
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/Tests/Runtime/Utils/ManualTickingSystemGroups/TickClientPresentationSystem.cs:
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1 | using Unity.Entities;
2 |
3 | namespace Unity.NetCode
4 | {
5 | ///
6 | /// Update the of a client world from another world (usually the default world)
7 | /// Used only for DOTSRuntime and tests or other specific use cases.
8 | ///
9 | #if !UNITY_SERVER || UNITY_EDITOR
10 | [DisableAutoCreation]
11 | [UpdateInGroup(typeof(PresentationSystemGroup))]
12 | [WorldSystemFilter(WorldSystemFilterFlags.LocalSimulation)]
13 | internal partial class TickClientPresentationSystem : TickComponentSystemGroup
14 | {
15 | }
16 | #endif
17 | }
18 |
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/Tests/Runtime/Utils/ManualTickingSystemGroups/TickClientSimulationSystem.cs:
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1 | using Unity.Entities;
2 | using UnityEngine;
3 |
4 | namespace Unity.NetCode
5 | {
6 | ///
7 | /// Update the of a client world from another world (usually the default world)
8 | /// Used only for DOTSRuntime and tests or other specific use cases.
9 | ///
10 | #if !UNITY_SERVER || UNITY_EDITOR
11 | #if !UNITY_CLIENT || UNITY_SERVER || UNITY_EDITOR
12 | [UpdateAfter(typeof(TickServerSimulationSystem))]
13 | #endif
14 | [DisableAutoCreation]
15 | [WorldSystemFilter(WorldSystemFilterFlags.LocalSimulation)]
16 | internal partial class TickClientSimulationSystem : TickComponentSystemGroup
17 | {
18 | }
19 | #endif
20 | }
21 |
--------------------------------------------------------------------------------
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/Tests/Runtime/Utils/ManualTickingSystemGroups/TickServerInitializationSystem.cs:
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1 | using Unity.Entities;
2 |
3 | namespace Unity.NetCode
4 | {
5 | ///
6 | /// Update the of a client world from another world (usually the default world)
7 | /// Used only for DOTSRuntime and tests or other specific use cases.
8 | ///
9 | #if !UNITY_CLIENT || UNITY_SERVER || UNITY_EDITOR
10 | [DisableAutoCreation]
11 | [UpdateInGroup(typeof(InitializationSystemGroup))]
12 | [WorldSystemFilter(WorldSystemFilterFlags.LocalSimulation)]
13 | internal partial class TickServerInitializationSystem : TickComponentSystemGroup
14 | {
15 | }
16 | #endif
17 | }
18 |
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/Tests/Runtime/Utils/ManualTickingSystemGroups/TickServerSimulationSystem.cs:
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1 | using Unity.Entities;
2 |
3 | namespace Unity.NetCode
4 | {
5 | ///
6 | /// Update the of a client world from another world (usually the default world)
7 | /// Used only for DOTSRuntime and tests or other specific use cases.
8 | ///
9 | #if !UNITY_CLIENT || UNITY_SERVER || UNITY_EDITOR
10 | [DisableAutoCreation]
11 | [WorldSystemFilter(WorldSystemFilterFlags.LocalSimulation)]
12 | internal partial class TickServerSimulationSystem : TickComponentSystemGroup
13 | {
14 | }
15 | #endif
16 | }
17 |
--------------------------------------------------------------------------------
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2 | guid: a09cc8d5cc4f467c9f381c3ec5ad0c6d
3 | timeCreated: 1720730949
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/Tests/Runtime/Utils/NetCodePrespawnTag.cs:
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1 | using Unity.Entities;
2 |
3 | namespace Unity.NetCode.Tests
4 | {
5 | internal struct NetCodePrespawnTag : IComponentData
6 | {}
7 | }
8 |
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/Tests/Runtime/Utils/NetCodeTestLatencyProfile.cs:
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1 | namespace Unity.NetCode.Tests
2 | {
3 | ///
4 | /// Static-optimization can APPEAR to work when acking is 100% reliable and instantaneous
5 | /// (i.e. on ServerTick:3, snapshot for ServerTick:2 is already acked), so test other cases too.
6 | ///
7 | internal enum NetCodeTestLatencyProfile
8 | {
9 | None,
10 | /// Round trip time (i.e. latency) of 60ms (rounds up to 4 ticks).
11 | RTT60ms,
12 | /// Packet loss of 33% (every 3rd packet).
13 | PL33,
14 | /// Round trip time (i.e. latency) of 16ms (one tick), and packet loss of 33% (every 3rd packet).
15 | RTT16ms_PL5,
16 | }
17 | }
18 |
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/Tests/Runtime/Utils/NetcodeTransformUsageFlagsTestAuthoring.cs:
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1 | using System.Collections;
2 | using System.Collections.Generic;
3 | using UnityEngine;
4 | using Unity.Entities;
5 |
6 | ///
7 | /// NetcodeTransformUsageFlagsTestAuthoring
8 | ///
9 | internal class NetcodeTransformUsageFlagsTestAuthoring : MonoBehaviour
10 | {
11 | ///
12 | /// Baker for NetcodeTransformUsageFlagsTestAuthoring
13 | ///
14 | internal class Baker : Baker
15 | {
16 | ///
17 | /// Baker function
18 | ///
19 | /// Authoring instance
20 | public override void Bake(NetcodeTransformUsageFlagsTestAuthoring authoring)
21 | {
22 | AddTransformUsageFlags(TransformUsageFlags.Dynamic);
23 | }
24 | }
25 | }
26 |
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/Tests/Runtime/Utils/SomeData.cs:
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1 | using Unity.Entities;
2 |
3 | namespace Unity.NetCode.Tests
4 | {
5 | internal struct SomeData : IComponentData
6 | {
7 | [GhostField] public int Value;
8 | }
9 |
10 | internal struct SomeDataElement : IBufferElementData
11 | {
12 | [GhostField] public int Value;
13 | }
14 | }
15 |
16 |
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/Tests/Runtime/Utils/SomeDataAuthoring.cs:
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1 | using Unity.Entities;
2 | using UnityEngine;
3 |
4 | namespace Unity.NetCode.Tests
5 | {
6 | internal class SomeDataAuthoring : MonoBehaviour
7 | {
8 | }
9 |
10 | class SomeDataAuthoringBaker : Baker
11 | {
12 | public override void Bake(SomeDataAuthoring authoring)
13 | {
14 | var entity = GetEntity(TransformUsageFlags.Dynamic);
15 | AddComponent(entity, new SomeData {Value = Random.Range(1, 100)});
16 | }
17 | }
18 | }
19 |
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/Tests/Runtime/Utils/SomeDataElementAuthoring.cs:
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1 | using Unity.Entities;
2 | using UnityEngine;
3 |
4 | namespace Unity.NetCode.Tests
5 | {
6 | internal class SomeDataElementAuthoring : MonoBehaviour
7 | {
8 | }
9 |
10 | class SomeDataElementAuthoringBaker : Baker
11 | {
12 | public override void Bake(SomeDataElementAuthoring authoring)
13 | {
14 | var entity = GetEntity(TransformUsageFlags.Dynamic);
15 | var buffer = AddBuffer(entity);
16 | buffer.ResizeUninitialized(16);
17 | for (int i = 0; i < 16; ++i)
18 | buffer[i] = new SomeDataElement{Value = i};
19 | }
20 | }
21 | }
22 |
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/Tests/Runtime/Utils/TestNetCodeAuthoring.cs:
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1 | using UnityEngine;
2 | using Unity.Entities;
3 |
4 | ///
5 | /// TestNetCodeAuthoring
6 | ///
7 | internal class TestNetCodeAuthoring : MonoBehaviour
8 | {
9 | ///
10 | /// Interface for TestNetCodeAuthoring.IConverter
11 | ///
12 | internal interface IConverter
13 | {
14 | ///
15 | /// Bake function
16 | ///
17 | /// gameobject
18 | /// baker
19 | void Bake(GameObject gameObject, IBaker baker);
20 | }
21 | ///
22 | /// IConverter
23 | ///
24 | public IConverter Converter;
25 | }
26 |
27 | class TestNetCodeAuthoringBaker : Baker
28 | {
29 | public override void Bake(TestNetCodeAuthoring authoring)
30 | {
31 | if (authoring.Converter != null)
32 | authoring.Converter.Bake(authoring.gameObject, this);
33 | }
34 | }
35 |
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1 | {
2 | "name": "Unity.NetCode.TestsUtils",
3 | "references": [
4 | "Unity.Burst",
5 | "Unity.Collections",
6 | "Unity.Mathematics",
7 | "Unity.NetCode",
8 | "Unity.NetCode.Editor",
9 | "Unity.Entities",
10 | "Unity.Entities.Hybrid",
11 | "Unity.Transforms",
12 | "Unity.Networking.Transport",
13 | "Unity.NetCode.Authoring.Hybrid",
14 | "Unity.PerformanceTesting",
15 | "Unity.Logging",
16 | "Unity.Entities.Build",
17 | "Unity.Scenes"
18 | ],
19 | "optionalUnityReferences": [
20 | "TestAssemblies"
21 | ],
22 | "includePlatforms": [],
23 | "excludePlatforms": [],
24 | "allowUnsafeCode": true,
25 | "overrideReferences": true,
26 | "autoReferenced": false,
27 | "versionDefines": [
28 | {
29 | "name": "com.unity.logging",
30 | "expression": "0.0",
31 | "define": "USING_UNITY_LOGGING"
32 | }
33 | ],
34 | "noEngineReferences": false
35 | }
36 |
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/ValidationExceptions.json:
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1 | {
2 | "ErrorExceptions": [
3 | {
4 | "ValidationTest": "API Validation",
5 | "ExceptionMessage": "Assembly \"Unity.NetCode.Editor.Drawers\" no longer exists or is no longer included in build. This change requires a new major version.",
6 | "PackageVersion": "1.6.0"
7 | }
8 | ],
9 | "WarningExceptions": []
10 | }
11 |
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