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3.0.0

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@Needle-Mirror-Bot Needle-Mirror-Bot released this 15 Sep 22:03

The format is based on Keep a Changelog and this project adheres to Semantic Versioning.

Additional documentation and release notes are available at Multiplayer Documentation.

[3.0.0] - 2026-09-14

Added

  • Netcode for Entities (com.unity.netcode 7.0.0) is now a hard dependency, so installing Netcode for GameObjects also brings it, and its own dependencies (Entities, Burst, Collections), into the project.

Changed

  • All editor assembly definitions are renamed with Unity.Netcode.GameObjects.x variants
    • Unity.Netcode.Editor → Unity.Netcode.GameObjects.Editor
    • Unity.Netcode.Editor.CodeGen → Unity.Netcode.GameObjects.Editor.CodeGen
    • Unity.Netcode.Editor.PackageChecker → Unity.Netcode.GameObjects.Editor.PackageChecker
    • Unity.Netcode.Editor.Tests → Unity.Netcode.GameObjects.Editor.Tests
  • The timing types moved out of the Unity.Netcode namespace into Unity.Netcode.GameObjects.Timing. The assembly is unchanged, and existing scripts are migrated automatically when the package is upgraded. The exception is a reference another installed package still resolves under Unity.Netcode: the updater only rewrites references that fail to resolve, so those have to be updated by hand. A reference reached through a namespace alias is also left alone, and reports as a compile error naming the type.
    • Unity.Netcode.NetworkTime → Unity.Netcode.GameObjects.Timing.NetworkTime
    • Unity.Netcode.NetworkTimeSystem → Unity.Netcode.GameObjects.Timing.NetworkTimeSystem
    • Unity.Netcode.NetworkTickSystem → Unity.Netcode.GameObjects.Timing.NetworkTickSystem

Deprecated

  • Several APIs that were already marked [Obsolete] with a warning now raise a compile error instead (they are not removed yet).

[2.13.3] - 2026-09-14

Changed

  • Changed NetworkTransform.UseHalfFloatPrecision to synchronize position with a resolution of approximately 1mm regardless of how far an object has travelled. Previously the resolution could degrade to approximately 3cm. This does not increase bandwidth, but projects using NetworkTransform.UseUnreliableDeltas will send full precision position updates more often. (#4128)

Fixed

  • Fixed issue where scenes additively loaded before a session started were tracked as loaded on the server but had no scene handle entries, which caused NetworkSceneManager.UnloadScene to log an error and leave the scene registered as loaded even though it unloaded on all peers. (#4145)
  • Issue where NetworkTransform interpolated towards a point in time taken from the local clock rather than the server clock that state updates are stamped on, which starved the interpolator on clients and reduced interpolation to snapping between state updates. (#4133)
  • Issue where NetworkTransform.GetTickLatencyInSeconds returned an absolute network timestamp that grew for as long as the session ran, rather than the tick latency as a duration in seconds that it is documented to return. (#4133)
  • Issue where lerp smoothing was applied per frame instead of over time, which caused the Lerp and SmoothDampening interpolation types to smooth by different amounts at different frame rates. Results at 60fps are unchanged. (#4130)
  • Issue where setting a maximum interpolation time of 1.0 would stop a NetworkTransform from interpolating at all when using the Lerp or SmoothDampening interpolation types. (#4130)
  • Issue where objects using NetworkTransform.UseHalfFloatPrecision appeared to jitter on non-authority instances while they were stationary or coming to rest, even though the authority was not moving them. (#4128)