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Merge branch 'develop-2.0.0' into fix/half-float-delta-position-dither
2 parents 07ba74b + e96e76f commit e000a4c

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com.unity.netcode.gameobjects/CHANGELOG.md

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@@ -35,10 +35,10 @@ Additional documentation and release notes are available at [Multiplayer Documen
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## [2.13.2] - 2026-08-16
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### Fixed
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- 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)
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- Resolved GC allocations in some hot paths. (#4119)
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- Issue with not being able to spawn initially disabled in-scene placed objects. (#4093)
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- Issue with pre-instantiated network prefab instances being marked as in-scene placed. Now pre-instantiated network prefabs are dynamically spawned. (#4093)
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- 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)

com.unity.netcode.gameobjects/Runtime/Transports/UTP/UnityTransport.cs

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@@ -520,6 +520,14 @@ public NetworkSettings GetDefaultNetworkSettings()
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receiveQueueCapacity: m_MaxPacketQueueSize,
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heartbeatTimeoutMS: m_HeartbeatTimeoutMS);
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// Disable PMTU discovery if using DA, leave it at its default otherwise.
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if (OnCurrentTopology() == NetworkTopologyTypes.DistributedAuthority)
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{
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var config = settings.GetNetworkConfigParameters();
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config.performPathMtuDiscovery = false;
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settings.AddRawParameterStruct(ref config);
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}
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// Configure Relay if in use.
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if (m_ProtocolType == ProtocolType.RelayUnityTransport)
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{

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