Releases: Unity-Technologies/com.unity.netcode.gameobjects
Releases · Unity-Technologies/com.unity.netcode.gameobjects
v2.13.2
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[2.13.2] - 2026-08-16
Fixed
- Issue where in a distributed authority session changing a NetworkVariable prior to changing ownership in the same call-stack would result in the NetworkVariable not being synchronized. (#4107)
- Resolved GC allocations in some hot paths. (#4119)
- Issue with not being able to spawn initially disabled in-scene placed objects. (#4019)
- Issue with pre-instantiated network prefab instances being marked as in-scene placed. Now pre-instantiated network prefabs are dynamically spawned. (#4093)
- Issue where a user could spawn runtime created NetworkObject that has a GlobalObjectIdHash of zero. These are not valid instances and will no longer be allowed to spawn. (#4093)
v2.13.1
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[2.13.1] - 2026-07-19
Added
- Single player session section to provide users with information about SinglePlayerTransport and an example script of how to switch between single and multi player sessions. (#4062)
Fixed
- Issue where NetworkAnimator did no bounds check on the parameter index read prior to obtaining a pointer to the location within the array. (#4090)
- Issue where scene migration in a distributed authority session would throw an exception on clients migrating their owned NetworkObject instances to a different scene.(#4086)
- Issue where migrating a dynamically spawned or in-scene placed NetworkObject into a different scene during awake could result in that spawned instance to not be synchronized. (#4086)
- Issue where a NullReferenceException was thrown when a non-authority failed to spawn a NetworkObject. (#4067)
- Issue where the active scene was not being serialized as the 1st scene which could result in various errors including a soft synchronization error if, on the client-side, other synchronized scenes had already been loaded prior to the active scene, which is always loaded as LoadSceneMode.SingleMode when client synchronization is set to LoadSceneMode.SingleMode, resulting in the previously loaded scene(s) to be unloaded. (#4065)
- Issue when FastBufferReader is attempting to read a string and all or a portion of the character count has already been read by user script, it could read a character length that results in a negative byte length which could result in an editor crash. (#4052)
- Issue where NetworkRigidbodyBase was not applying rotation correctly when using Rigidbody2D. (#4012)
- Issue where NetworkRigidbodyBase was always checking the 3D rigid body's interpolation mode when determining if it is kinematic and needs to put the rigid body to sleep and then switch to interpolation. (#4012)
- Fixed AnticipatedNetworkTransform not respecting the InLocalSpace flag. (#3995)
v2.13.0
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[2.13.0] - 2026-06-21
Added
- Added support for Unity's Fast Enter Play Mode with domain reload disabled. (#3956)
- RPC messages now log any time they are not processed. (#3994)
Changed
- Changed replaced define usages of DEVELOPMENT_BUILD || UNITY_EDITOR and a few niche uses of DEVELOPMENT_BUILD with DEBUG. (#4006)
Deprecated
- Deprecated the nullable boolean NetworkObject.IsSceneObject and introduced NetworkObject.InScenePlaced. (#4000)
v2.12.0
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[2.12.0] - 2026-05-24
Added
- Added a new variant of UnityTransport.GetDefaultPipelineConfigurations that takes a reference to the created NetworkDriver. This will register all pipeline stages that UnityTransport requires, removing the need to manually register them in your own custom driver constructor. (#3980)
Changed
- NetworkMetricsPipelineStage is now defined even when the multiplayer tools package is not installed, removing the need to guard its registration behind a version define when using a custom driver in UnityTransport. (#3980)
Deprecated
- Deprecated a number of methods that were no longer valid or being used. (#3987)
v2.11.2
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[2.11.2] - 2026-05-01
Fixed
- Fixed issue where if the NetworkManager player prefab is not assigned an exception is thrown upon starting a host and/or when a client joins. (#3965)
v2.11.1
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[2.11.1] - 2026-04-26
Added
- Better context aware logging (#3944)
Changed
- Improve handling of destroyed NetworkBehaviours. The collection of which NetworkBehaviours belong to a NetworkObject is now a Dictionary giving stable lookup. (#3953)
- Hardened error handling and recovery during NetworkObject spawn. (#3941)
- Replaced Debug usage by NetcodeLog on NetworkSpawnManager and NetworkObject. (#3933)
- Improved performance of NetworkBehaviour. (#3915)
- Improved performance of NetworkTransform. (#3907)
- Improved performance of NetworkRigidbodyBase. (#3906)
- Improved performance of NetworkAnimator. (#3905)
- Small cleanup and replaced Debug usage by NetcodeLog on NetworkSpawnManager and NetworkObject. (#3933)
Removed
- Removed un-needed exceptions on NetworkSpawnManager. (#3933)
Fixed
- Fixed issue where either an AttachableBehaviour or an AttachableNode can throw an exception if they are attached during a scene unload where one of the two persists the scene unload event and the other does not. (#3931)
- Fixed issue where attempts to use NetworkLog when there is no NetworkManager instance would result in an exception. (#3917)
- CreateObject and DestroyObject messages will now be properly deferred while the client is still connecting (#3941)
- Resources will be properly cleaned up when an object spawn fails (#3941)
- Non-authority client will now always have the OnSceneEvent callback triggered with the Synchronize event when starting to process the Synchronize message from the scene authority (#3941)
v2.11.0
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[2.11.0] - 2026-03-19
Added
- Added a WebSocketPath field to UnityTransport.ConnectionData (which also shows up in the inspector if "Use WebSockets" is checked) that controls the path clients will connect to and servers/hosts will listen on when using WebSockets. (#3903)
- NetworkTransport.EarlyUpdate and NetworkTransport.PostLateUpdate are now public. For the vast majority of users, there's really no point in ever calling those methods directly (the NetworkManager handles it). It's only useful if wrapping transports outside of NGO. (#3890)
Fixed
- Fixed issue where starting the NetworkManager within OnClientStopped or OnServerStopped resulted in a broken NetworkManager state. (#3908)
- Fixed issue where an attachable could log an error upon being de-spawned during shutdown. (#3589)
- NestedNetworkVariables initialized with no value no longer throw an error. (#3891)
- Fixed NetworkShow behavior when it is called twice. (#3867)
Removed
- Removed un-needed exceptions on NetworkObject.cs. (#3867)
Obsolete
- NotListeningException is now marked as obsolete as it is no longer used internally. (#3867)
v2.10.0
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[2.10.0] - 2026-03-01
Added
- 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)
Changed
- Updating usage of deprecated FindObjectsByType(FindObjectsSortMode) and enum FindObjectSortMode in 6000.4 and 6000.5. (#3857)
Fixed
- Fixed NetworkTransform issue where a user could enable UseUnreliableDeltas while SwitchTransformSpaceWhenParented was also enabled (and vice versa). (#3875)
- Fixed issue where NetworkVariable was not properly synchronizing to changes made by the spawn and write authority during OnNetworkSpawn and OnNetworkPostSpawn. (#3878)
- Fixed issue where NetworkManager was not cleaning itself up if an exception was thrown while starting. (#3864)
- 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)
v2.9.2
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[2.9.2] - 2025-02-11
Fixed
- Fixed issue where NetworkVariable was not properly synchronizing to changes made by the spawn and write authority during OnNetworkSpawn and OnNetworkPostSpawn. (#3878)
v2.8.2
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[2.8.2] - 2025-02-11
Fixed
- Fixed issue where NetworkVariable was not properly synchronizing to changes made by the spawn and write authority during OnNetworkSpawn and OnNetworkPostSpawn. (#3878)