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chore: Updated aspects of Netcode package in anticipation of v3.1.1 release
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‎com.unity.netcode.gameobjects/CHANGELOG.md‎

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### Added
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- Added alignment of the Netcode for Entities tick rates with `NetworkConfig.TickRate` when a session carrying `GhostObject` prefabs is started, so `GhostObject` updates land on the same interval as the rest of Netcode for GameObjects. (#4144)
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- Added `NetworkConfig.AutoConfigureSnapshotSize`, enabled by default, which sets the Netcode for Entities snapshot packet size to 4096 bytes when a session carrying `GhostObject` prefabs is started. Netcode for Entities defaults to a single MTU, which updates `GhostObject`s well below the tick rate at the instance counts Netcode for GameObjects projects typically run. Disable it to manage the value yourself. (#4144)
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- Renamed the Editor assembly definition files to match their assembly names. Assembly names and GUIDs are unchanged. (#4187)
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### Deprecated
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### Removed
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### Fixed
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### Security
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### Obsolete
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## [3.1.1] - 2026-10-11
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### Added
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- Added alignment of the Netcode for Entities tick rates with `NetworkConfig.TickRate` when a session carrying `GhostObject` prefabs is started, so `GhostObject` updates land on the same interval as the rest of Netcode for GameObjects. (#4144)
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- Added `NetworkConfig.AutoConfigureSnapshotSize`, enabled by default, which sets the Netcode for Entities snapshot packet size to 4096 bytes when a session carrying `GhostObject` prefabs is started. Netcode for Entities defaults to a single MTU, which updates `GhostObject`s well below the tick rate at the instance counts Netcode for GameObjects projects typically run. Disable it to manage the value yourself. (#4144)
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### Changed
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- Renamed the Editor assembly definition files to match their assembly names. Assembly names and GUIDs are unchanged. (#4187)
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### Fixed
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- Fixed issue where a prefab added to a `NetworkPrefabsList` while a session was running was registered more than once and logged a duplicate `GlobalObjectIdHash` error. (#4184)
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- Issue where the hybrid mode `NetcodeConfig` validation messages were not interpolated, so they reported placeholders instead of the setting that was wrong. (#4144)
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- Issue where a hybrid mode session failed to start unless `NetcodeConfig.EnableClientServerBootstrap` was set to `DisableAutomaticBootstrap`. Netcode for GameObjects creates the world itself and no longer needs that setting changed. (#4144)
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### Security
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### Obsolete
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## [3.1.0] - 2026-10-04
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‎com.unity.netcode.gameobjects/ValidationExceptions.json‎

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{
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{
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"ErrorExceptions": [
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{
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"ValidationTest": "NDA Keyword Validation",
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"ExceptionMessage": "#if UNITY_7000_0_OR_NEWER",
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"PackageVersion": "3.1.1"
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"PackageVersion": "3.1.2"
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},
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{
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"ValidationTest": "NDA Keyword Validation",
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"ExceptionMessage": "File 'Editor/InScenePlacedProcessor.cs' contains deny-listed keyword pattern '(?<!BestPracticeUnderstandingPerformanceIn)unity[ _]*7' It must not be published",
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"PackageVersion": "3.1.1"
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"PackageVersion": "3.1.2"
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}
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],
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"WarningExceptions": []

‎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": "3.1.1",
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"version": "3.1.2",
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"unity": "6000.7",
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"unityRelease": "0b1",
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"dependencies": {

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