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Merge branch 'develop-2.0.0' of https://github.com/Unity-Technologies/com.unity.netcode.gameobjects into chore/yamato-tweaks
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com.unity.netcode.gameobjects/CHANGELOG.md

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### Added
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- `NetworkSceneManager` as an internal wrapper for the `SceneManager.Scene.handle` and swapped all places that use an `int` to represent a `Scene.handle` to instead use the `NetworkSceneManager`. (#3647)
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- Clicking on the Help icon in the inspector will now redirect to the relevant documentation. (#3663)
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- Added a `Set` function onto `NetworkList` that takes an optional parameter that forces an update to be processed even if the current value is equal to the previous value. (#3690)
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### Changed
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- Improved performance of the NetworkVariable. (#3683)
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- Improved performance around the NetworkBehaviour component. (#3687)
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### Deprecated
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### Fixed
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- Distributed authority clients no longer send themselves in the `ClientIds` list when sending a `ChangeOwnershipMessage`. (#3687)
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- Made a variety of small performance improvements. (#3683)
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### Security
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### Obsolete
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## [2.6.0] - 2025-10-12
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### Added
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- `NetworkSceneManager` as an internal wrapper for the `SceneManager.Scene.handle` and swapped all places that use an `int` to represent a `Scene.handle` to instead use the `NetworkSceneManager`. (#3647)
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- Clicking on the Help icon in the inspector will now redirect to the relevant documentation. (#3663)
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- Added a `Set` function onto `NetworkList` that takes an optional parameter that forces an update to be processed even if the current value is equal to the previous value. (#3690)
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### Changed
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- Improved performance of the NetworkVariable. (#3683)
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- Improved performance around the NetworkBehaviour component. (#3687)
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### Fixed
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- Distributed authority clients no longer send themselves in the `ClientIds` list when sending a `ChangeOwnershipMessage`. (#3687)
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- Made a variety of small performance improvements. (#3683)
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## [2.5.1] - 2025-09-14
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com.unity.netcode.gameobjects/Documentation~/TableOfContents.md

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* [Distributed authority WebGL quickstart](learn/distributed-authority-webgl.md)
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* [Networking concepts](networking-concepts.md)
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* [Authority](terms-concepts/authority.md)
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* [Ownership](terms-concepts/ownership.md)
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* [Network topologies](network-topologies.md)
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* [Network topologies](terms-concepts/network-topologies.md)
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* [Client-server](terms-concepts/client-server.md)
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* [NetworkAnimator](components/helper/networkanimator.md)
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* [NetworkTransform](components/helper/networktransform.md)
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* [Physics](advanced-topics/physics.md)
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* [Ownership and authority](ownership-authority.md)
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* [Understanding ownership and authority](basics/ownership.md)
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* [Ownership race conditions](basics/race-conditions.md)
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* [Spawning and despawning](spawn-despawn.md)
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* [Object spawning](basics/object-spawning.md)
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* [Network prefab handler](advanced-topics/network-prefab-handler.md)

com.unity.netcode.gameobjects/Documentation~/basics/ownership.md

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com.unity.netcode.gameobjects/Documentation~/basics/race-conditions.md

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com.unity.netcode.gameobjects/Documentation~/networking-concepts.md

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| **Topic** | **Description** |
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| :------------------------------ | :------------------------------- |
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| **[Authority](terms-concepts/authority.md)** | Multiplayer games are games that are played between many different game instances. Each game instance has their own copy of the game world and behaviors within that game world. To have a shared game experience, each networked object is required to have an **authority**. |
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| **[Ownership](terms-concepts/ownership.md)** | Understand how ownership works in Netcode for GameObjects as a precursor to [authority](terms-concepts/authority.md). |
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| **[Network topologies](network-topologies.md)** | Understand and decide which network topology to use in your project. |

com.unity.netcode.gameobjects/Documentation~/ownership-authority.md

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