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7 changes: 1 addition & 6 deletions .yamato/unified-tests.yml
Original file line number Diff line number Diff line change
Expand Up @@ -10,7 +10,7 @@
# 2. For all unified editors (currently a single pinned alpha, see project.metafile)

# QUALITY CONSIDERATIONS--------------------------------------------------------------------
# manifest-unified.json takes N4E from unity/unity trunk, so this job can break on N4E changes made outside NGO.
# testproject takes N4E from unity/unity trunk, so this job can break on N4E changes made outside NGO.

#------------------------------------------------------------------------------------

Expand All @@ -34,11 +34,6 @@ unified_test_{{ project.name }}_{{ platform.name }}_{{ editor }}:
UNIFIED_TESTS: "true"

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Will we still need this to run those test?

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Ok, I saw that yes. In theory would be nice if those tests would run by default without any specific variable (which I guess will be true once we bump our minimal dependency on N4E to 7.2.0 right? And then we can remove this job)

@NoelStephensUnity NoelStephensUnity Oct 8, 2026 •

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Yes. But it has caveats.
The purpose behind the unified tests is that there are more tests that we "opt out" of running as hybrid than "opt-in". It is possible, but I am marking that down as a follow up PR to this one (to avoid delaying this from merging).

Noel-Bot 🤖 has a plan that is being vetted. If you want can create a Jira ticket as a follow up to this PR with any other conditions to make that possible? Otherwise, it will be added to my "pre-GA release things to do". 👍

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just adding to "pre-GA release things to do" will be fine


commands:
# Swap in the manifest that takes N4E from unity/unity trunk Workspace/com.unity.netcode.
- cp {{ project.path }}/Packages/manifest-unified.json {{ project.path }}/Packages/manifest.json
# Turn the unified API on. UNIFIED_NETCODE is opt-in, and N4E keeps its GameObject bridge internal
# until NETCODE_GAMEOBJECT_BRIDGE_EXPERIMENTAL is defined, so both are needed here and nowhere else.
- sed -i "s/UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT/UNITY_NETCODE_NATIVE_COLLECTION_SUPPORT;NETCODE_GAMEOBJECT_BRIDGE_EXPERIMENTAL;UNIFIED_NETCODE;OUT_OF_BAND_RPC/" {{ project.path }}/ProjectSettings/ProjectSettings.asset
- unity-downloader-cli --fast --wait -u {{ editor }} -c Editor --arch {{ platform.architecture }}
- UnifiedTestRunner --testproject={{ project.path }} --suite=playmode --artifacts-path=test-results --editor-location=.Editor --rerun-strategy=Test --retry={{ num_test_retries }} --clean-library-on-rerun --timeout={{ test_timeout }}
artifacts:
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5 changes: 0 additions & 5 deletions com.unity.netcode.gameobjects/Editor/NetworkObjectEditor.cs
Original file line number Diff line number Diff line change
@@ -1,11 +1,6 @@
using System.Collections.Generic;
#if UNIFIED_NETCODE
#if UNIFIED_NETCODE_7_0_0
using Unity.Netcode.Editor;
#else
using Unity.NetCode;
using Unity.NetCode.Editor;
#endif
#endif
using UnityEditor;
using UnityEngine;
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Original file line number Diff line number Diff line change
Expand Up @@ -23,8 +23,8 @@
"versionDefines": [
{
"name": "com.unity.netcode",
"expression": "7.0.0",
"define": "UNIFIED_NETCODE_7_0_0"
"expression": "7.2.0",
"define": "UNIFIED_NETCODE"
},
{
"name": "com.unity.multiplayer.tools",
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Original file line number Diff line number Diff line change
@@ -1,8 +1,5 @@
#if UNIFIED_NETCODE
using Unity.Mathematics;
#if !UNIFIED_NETCODE_7_0_0
using Unity.NetCode;
#endif
using Unity.Transforms;
using UnityEngine;

Expand Down Expand Up @@ -126,11 +123,10 @@ internal void UpdateGhostOwner(NetworkManager networkManager, ulong ownerClientI
}
}

#if UNIFIED_NETCODE_7_0_0
/// <summary>
/// Stands in for N4E's <c>GhostObject.ApplyPostTransformMatrixScale</c>, which 7.0.0 removed along with the
/// non-uniform scale rework that gave the GameObject-to-entity transform sync ownership of the
/// <see cref="PostTransformMatrix"/>. 6.7.0 still has the method, so this is only compiled against 7.0.0.
/// <see cref="PostTransformMatrix"/>.
/// Remove it once N4E exposes a supported way to push scale to a ghost.
/// </summary>
internal static class GhostObjectScaleExtensions
Expand Down Expand Up @@ -164,6 +160,5 @@ internal static void ApplyPostTransformMatrixScale(this GhostObject ghost, Vecto
entityManager.SetComponentData(entity, localTransform);
}
}
#endif
}
#endif
Original file line number Diff line number Diff line change
@@ -1,13 +1,7 @@
#if UNIFIED_NETCODE && !NETCODE_GAMEOBJECT_BRIDGE_EXPERIMENTAL
#error UNIFIED_NETCODE also requires NETCODE_GAMEOBJECT_BRIDGE_EXPERIMENTAL: Netcode for Entities keeps its GameObject bridge (GhostObject, GhostBehaviour, GhostField) internal until that define is set.
#endif
#if UNIFIED_NETCODE
using System;
using System.Collections.Generic;
using Unity.Entities;
#if !UNIFIED_NETCODE_7_0_0
using Unity.NetCode;
#endif
using UnityEngine;

namespace Unity.Netcode
Expand All @@ -17,6 +11,11 @@ namespace Unity.Netcode
/// Handles the bootstrap process for both client and server in unified mode. This is used to create the world and set it on the
/// NetworkManager during initialization.
/// </summary>
/// <remarks>
/// Entities picks this as the startup bootstrap, which only creates a local world. Do not add
/// [DisableBootstrapOverrides]: Netcode for Entities' own bootstrap would then run and, unless automatic
/// bootstrapping is disabled, create a host world that holds the port a hybrid session listens on.
/// </remarks>
internal class UnifiedBootstrap : ClientServerBootstrap
{
public static UnifiedBootstrap Instance { get; private set; }
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Original file line number Diff line number Diff line change
Expand Up @@ -2,9 +2,6 @@
using System.Collections.Generic;
using Unity.Collections;
using Unity.Entities;
#if !UNIFIED_NETCODE_7_0_0
using Unity.NetCode;
#endif
using UnityEngine;

namespace Unity.Netcode.Components
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -289,7 +289,7 @@
}

// Clears any registration left behind by a prior Initialize call.
if (NetworkTransform != null)
if (NetworkTransform)

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We decided we liked the explicit != null checks. Seeing as this is the only change in the file, can you revert all changes in this file?

{
NetworkTransform.UnregisterRigidbody();
}
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Original file line number Diff line number Diff line change
@@ -1,7 +1,4 @@
#if UNIFIED_NETCODE
#if !UNIFIED_NETCODE_7_0_0
using NetcodeConfig = Unity.NetCode.NetCodeConfig;
#endif

namespace Unity.Netcode
{
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -404,11 +404,13 @@ internal void InitializePrefabs()

#if UNIFIED_NETCODE
/// <summary>
/// Registers any prefab list assigned after Awake, and returns false for a distributed authority session with a hybrid prefab registered.
/// Registers any prefab list assigned after Awake and the <see cref="PlayerPrefab"/>, and returns false for a distributed authority session with a hybrid prefab registered.
/// </summary>
internal bool InitializePrefabsForStart()
internal bool InitializePrefabsForStart(NetworkPrefabHandler prefabHandler)
{
InitializePrefabs();
// A player prefab outside the prefab lists still decides hybrid mode, so it is registered before the session starts.
prefabHandler.RegisterPlayerPrefab();
return NetworkTopology != NetworkTopologyTypes.DistributedAuthority || Prefabs.ValidateForDistributedAuthority();
}
#endif
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -173,7 +173,7 @@
list.OnRemove -= RemoveTriggeredByNetworkPrefabList;
}
#if UNIFIED_NETCODE
m_RejectGhostPrefabs = false;
m_GhostPrefabRejection = null;
#endif
}

Expand Down Expand Up @@ -367,18 +367,20 @@

#if UNIFIED_NETCODE
internal const string DistributedAuthorityHybridPrefabError = "Distributed authority does not support hybrid prefabs.";
internal const string HybridPrefabAfterStartError = "Hybrid prefabs must be registered before the NetworkManager starts.";

internal bool HasGhostPrefabs { get; private set; }

// Cleared in Shutdown.
private bool m_RejectGhostPrefabs;
// The error a hybrid prefab added during the session is rejected with, or null. Cleared in Shutdown.
private string m_GhostPrefabRejection;

/// <summary>
/// A distributed authority session rejects hybrid prefabs added while it runs.
/// Hybrid mode is decided when the session starts. A distributed authority session, or one that started without
/// hybrid prefabs, rejects hybrid prefabs added while it runs.
/// </summary>
internal void OnSessionStarting(bool distributedAuthority)
{
m_RejectGhostPrefabs = distributedAuthority;
m_GhostPrefabRejection = distributedAuthority ? DistributedAuthorityHybridPrefabError : HasGhostPrefabs ? null : HybridPrefabAfterStartError;
Comment thread
NoelStephensUnity marked this conversation as resolved.
}

/// <summary>
Expand Down Expand Up @@ -426,9 +428,9 @@
if (networkPrefab.HasGhost)
{
// Registering a hybrid prefab mid-session would switch NetworkManager into hybrid mode and stop its send queue.
if (m_RejectGhostPrefabs)
if (m_GhostPrefabRejection != null)

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{
Debug.LogError($"{DistributedAuthorityHybridPrefabError} {networkPrefab.GetDebugName()} was not added.");
Debug.LogError($"{m_GhostPrefabRejection} {networkPrefab.GetDebugName()} was not added.");

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return false;
}
HasGhostPrefabs = true;
Expand Down
20 changes: 6 additions & 14 deletions com.unity.netcode.gameobjects/Runtime/Core/NetworkManager.cs
Original file line number Diff line number Diff line change
Expand Up @@ -6,15 +6,8 @@
using Unity.Entities;
// N4E's own Netcode class cannot be aliased as "Netcode": inside namespace Unity.Netcode that name
// resolves to the enclosing Unity.Netcode namespace before any file-scope alias is considered, so it gets
// its own name here. 6.7.0 additionally keeps the config and world types under the older Unity.NetCode
// casing, aliased to the 7.0.0 spellings so the use sites below read the same either way.
#if UNIFIED_NETCODE_7_0_0
// its own name here.
using EntitiesNetcode = Unity.Netcode.Netcode;
#else
using EntitiesNetcode = Unity.NetCode.Netcode;
using NetcodeConfig = Unity.NetCode.NetCodeConfig;
using NetcodeWorld = Unity.NetCode.NetcodeWorld;
#endif
#endif
using Unity.Netcode.Components;
using Unity.Netcode.GameObjects.Timing;
Expand All @@ -25,7 +18,7 @@
// - TestProject has been updated to include N4E.
// - TestProject and Runtime tests have been updated to use UnifiedHost.
// Remove the conditional compilation and just use the namespace.
#if UNIFIED_NETCODE && OUT_OF_BAND_RPC
#if UNIFIED_NETCODE
using Unity.Netcode.Unified;
#endif
using UnityEngine;
Expand Down Expand Up @@ -1256,7 +1249,7 @@
// UnityTransport dependencies are then initialized
RealTimeProvider = ComponentFactory.Create<IRealTimeProvider>(this);

#if UNIFIED_NETCODE && OUT_OF_BAND_RPC
#if UNIFIED_NETCODE
// TODO-FixMe:
// We assign transport at this point to preceed the NetworkConnectionManager
// being initialized. However, HasGhostPrefabs might not be set at this point
Expand Down Expand Up @@ -1368,7 +1361,7 @@
}

#if UNIFIED_NETCODE
if (!NetworkConfig.InitializePrefabsForStart())
if (!NetworkConfig.InitializePrefabsForStart(PrefabHandler))
{
return false;
}
Expand Down Expand Up @@ -1399,10 +1392,9 @@
EntitiesNetcode.Reset();
}

/// !! Initialize worlds here !!
/// Worlds are created here: <see cref="UnifiedBootStrap.Initialize"/>
TypeManager.Initialize();

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UnifiedBootstrap.CurrentNetworkManagerForInitialization = this;
DefaultWorldInitialization.Initialize("Default World", false);
new UnifiedBootstrap().Initialize("Default World");

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}

/// <summary>
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3 changes: 0 additions & 3 deletions com.unity.netcode.gameobjects/Runtime/Core/NetworkObject.cs
Original file line number Diff line number Diff line change
Expand Up @@ -7,9 +7,6 @@
using Unity.Netcode.Components;
using Unity.Netcode.Logging;
using Unity.Netcode.Runtime;
#if UNIFIED_NETCODE && !UNIFIED_NETCODE_7_0_0
using Unity.NetCode;
#endif

#if UNITY_EDITOR
using UnityEditor;
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -282,7 +282,8 @@ public virtual void SetDirty(bool isDirty)
if (m_IsDirty)
{
#if UNIFIED_NETCODE
if (m_NetworkBehaviour != null)
// The implicit bool skips a destroyed behaviour, whose name the warning reads; ?. would not.
if (m_NetworkBehaviour)

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Same here, we decided we prefer explicit != null checks. Makes the code easier to read.

We don't need that code comment either. The AI's are terrible at reading code comments so we should just fix whatever made the AI try to make this change in the first place.

{
m_NetworkBehaviour.WarnIfNetworkVariableWrittenInPredictionLoop(Name);
}
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -188,13 +188,13 @@
m_GhostSynchronizationPendingRemoval.Add(networkObjectId);
}
else
if ((ghost.Value.RegistrationTime + spawnTimeout) < Time.realtimeSinceStartup)
{
m_Log.Info(new Context(LogLevel.Developer, $"Registering {nameof(NetworkObject.SerializedObject)} for pending synchronization").AddInfo(nameof(NetworkObject.NetworkObjectId), networkObjectId));
if ((ghost.Value.RegistrationTime + spawnTimeout) < Time.realtimeSinceStartup)
{
m_Log.Info(new Context(LogLevel.Developer, $"Registering {nameof(NetworkObject.SerializedObject)} for pending synchronization").AddInfo(nameof(NetworkObject.NetworkObjectId), networkObjectId));

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// Timed out entries are removed too
m_GhostSynchronizationPendingRemoval.Add(ghost.Key);
}
// Timed out entries are removed too
m_GhostSynchronizationPendingRemoval.Add(ghost.Key);
}

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}

foreach (var networkObjectId in m_GhostSynchronizationPendingRemoval)
Expand Down
Original file line number Diff line number Diff line change
@@ -1,8 +1,5 @@
using System;
using System.Collections.Generic;
#if UNIFIED_NETCODE && !UNIFIED_NETCODE_7_0_0
using Unity.NetCode;
#endif
using UnityEngine;

namespace Unity.Netcode
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -987,27 +987,27 @@
}
else
#endif
// If scene management is disabled or the NetworkObject was dynamically spawned
if (!NetworkManager.NetworkConfig.EnableSceneManagement || !serializedObject.IsSceneObject)
{
networkObject = GetNetworkObjectToSpawn(serializedObject.Hash, serializedObject.OwnerClientId, position, rotation, serializedObject.IsSceneObject, instantiationData);
}
else // Get the in-scene placed NetworkObject
{
networkObject = NetworkManager.SceneManager.GetSceneRelativeInSceneNetworkObject(globalObjectIdHash, serializedObject.NetworkSceneHandle);
if (networkObject == null)
// If scene management is disabled or the NetworkObject was dynamically spawned
if (!NetworkManager.NetworkConfig.EnableSceneManagement || !serializedObject.IsSceneObject)
{
NetworkLog.LogErrorServer(new Context(LogLevel.Error, $"{nameof(NetworkPrefab)} hash was not found! In-Scene placed {nameof(NetworkObject)} soft synchronization failure!").AddInfo(nameof(NetworkObject.GlobalObjectIdHash), globalObjectIdHash));
return null;
networkObject = GetNetworkObjectToSpawn(serializedObject.Hash, serializedObject.OwnerClientId, position, rotation, serializedObject.IsSceneObject, instantiationData);
}

// Since this NetworkObject is an in-scene placed NetworkObject, if it is disabled then enable it so
// NetworkBehaviours will have their OnNetworkSpawn method invoked
if (!networkObject.gameObject.activeInHierarchy)
else // Get the in-scene placed NetworkObject
{
networkObject.gameObject.SetActive(true);
networkObject = NetworkManager.SceneManager.GetSceneRelativeInSceneNetworkObject(globalObjectIdHash, serializedObject.NetworkSceneHandle);
if (networkObject == null)
{
NetworkLog.LogErrorServer(new Context(LogLevel.Error, $"{nameof(NetworkPrefab)} hash was not found! In-Scene placed {nameof(NetworkObject)} soft synchronization failure!").AddInfo(nameof(NetworkObject.GlobalObjectIdHash), globalObjectIdHash));
return null;

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}

// Since this NetworkObject is an in-scene placed NetworkObject, if it is disabled then enable it so
// NetworkBehaviours will have their OnNetworkSpawn method invoked
if (!networkObject.gameObject.activeInHierarchy)
{
networkObject.gameObject.SetActive(true);
}
}
}
if (networkObject == null)
{
return null;
Expand Down
Original file line number Diff line number Diff line change
@@ -1,15 +1,11 @@
#if UNIFIED_NETCODE && OUT_OF_BAND_RPC
#if UNIFIED_NETCODE
using System;
using System.Collections.Generic;
using Unity.Burst;
using Unity.Burst.Intrinsics;
using Unity.Collections;
using Unity.Collections.LowLevel.Unsafe;
using Unity.Entities;
#if !UNIFIED_NETCODE_7_0_0
using Unity.NetCode;
using NetcodeConnectionEvent = Unity.NetCode.NetCodeConnectionEvent;
#endif
using Unity.Netcode.GameObjects.Timing;
using Unity.Netcode.Transports.UTP;
using UnityEngine;
Expand Down Expand Up @@ -168,7 +164,7 @@
NetworkManager.MessageManager.ProcessSendQueues();

using var commandBuffer = new EntityCommandBuffer(Allocator.Temp);
foreach(var (networkId, _, entity) in SystemAPI.Query<RefRO<NetworkId>, RefRO<NetworkStreamConnection>>().WithEntityAccess())
foreach (var (networkId, _, entity) in SystemAPI.Query<RefRO<NetworkId>, RefRO<NetworkStreamConnection>>().WithEntityAccess())

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{
var connectionId = networkId.ValueRO.Value;
DynamicBuffer<TransportRpcData> rpcs = EntityManager.GetBuffer<TransportRpcData>(entity);
Expand All @@ -179,7 +175,7 @@
{
Transport.DispatchMessage(connectionId, buffer);
}
catch(Exception e)
catch (Exception e)

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{
Debug.LogException(e);
}
Expand Down Expand Up @@ -492,7 +488,7 @@

public override void Shutdown()
{
var netcodeWorld = m_NetworkManager != null ? m_NetworkManager.NetcodeWorld : null;
var netcodeWorld = m_NetworkManager ? m_NetworkManager.NetcodeWorld : null;

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if (netcodeWorld != null)
{
netcodeWorld.OnConnectionEvent -= OnClientConnectionEvent;
Expand Down
Original file line number Diff line number Diff line change
Expand Up @@ -28,8 +28,8 @@
"versionDefines": [
{
"name": "com.unity.netcode",
"expression": "7.0.0",
"define": "UNIFIED_NETCODE_7_0_0"
"expression": "7.2.0",
"define": "UNIFIED_NETCODE"
},
{
"name": "com.unity.multiplayer.tools",
Expand Down
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