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33 changes: 22 additions & 11 deletions com.unity.netcode.gameobjects/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -10,15 +10,9 @@ Additional documentation and release notes are available at [Multiplayer Documen

### Added

- Added stricter checks on `InSpawned` within `NetworkObject`. (#3831)
- Added a new `InvalidOperation` status to `OwnershipRequestStatus`. (#3831)

### Changed

- Ensure logs in `NetworkObject` log the `NetworkObject.name` wherever possible. (#3831)
- Improved performance of NetworkBehaviour ILPostProcessor by omitting unnecessary type and assembly resolutions. (#3827)
- Improve performance of `NetworkObject`. (#3820, #3831)
- If the Unity Transport Disconnect Timeout is set to 0 in the Editor, the timeout will be entirely disabled. (#3810)

### Deprecated

Expand All @@ -28,18 +22,35 @@ Additional documentation and release notes are available at [Multiplayer Documen

### Fixed

- Duplicate transport connection events for the same connection will now do nothing. (#3863)
- Fixed memory leak in `NetworkAnimator` on clients where `RpcTarget` groups were not being properly disposed due to incorrect type casting of `ProxyRpcTargetGroup` to `RpcTargetGroup`.
- Fixed issue when using a client-server topology where a `NetworkList` with owner write permissions was resetting sent time and dirty flags after having been spawned on owning clients that were not the spawn authority. (#3850)
- Fixed an integer overflow that occurred when configuring a large disconnect timeout with Unity Transport. (#3810)


### Security


### Obsolete


## [2.9.0] - 2026-02-01

### Added

- Added stricter checks on `InSpawned` within `NetworkObject`. (#3831)
- Added a new `InvalidOperation` status to `OwnershipRequestStatus`. (#3831)

### Changed

- Ensure logs in `NetworkObject` log the `NetworkObject.name` wherever possible. (#3831)
- Improved performance of NetworkBehaviour ILPostProcessor by omitting unnecessary type and assembly resolutions. (#3827)
- Improve performance of `NetworkObject`. (#3820, #3831)
- If the Unity Transport Disconnect Timeout is set to 0 in the Editor, the timeout will be entirely disabled. (#3810)

### Fixed

- Duplicate transport connection events for the same connection will now do nothing. (#3863)
- Fixed memory leak in `NetworkAnimator` on clients where `RpcTarget` groups were not being properly disposed due to incorrect type casting of `ProxyRpcTargetGroup` to `RpcTargetGroup`.
- Fixed issue when using a client-server topology where a `NetworkList` with owner write permissions was resetting sent time and dirty flags after having been spawned on owning clients that were not the spawn authority. (#3850)
- Fixed an integer overflow that occurred when configuring a large disconnect timeout with Unity Transport. (#3810)


## [2.8.0] - 2025-12-15

### Added
Expand Down
4 changes: 2 additions & 2 deletions com.unity.netcode.gameobjects/package.json
Original file line number Diff line number Diff line change
Expand Up @@ -2,7 +2,7 @@
"name": "com.unity.netcode.gameobjects",
"displayName": "Netcode for GameObjects",
"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.",
"version": "2.9.0",
"version": "2.9.1",
"unity": "6000.0",
"dependencies": {
"com.unity.nuget.mono-cecil": "1.11.4",
Expand All @@ -15,4 +15,4 @@
"path": "Samples~/Bootstrap"
}
]
}
}