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Update changelog and docs
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com.unity.netcode.gameobjects/CHANGELOG.md

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### Added
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- It is now possible to control which port clients will bind to using the `UnityTransport.ConnectionData.ClientBindPort` field. If not set, clients will bind to an ephemeral port (same as before this change). (#3764)
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- Added a flag to override command-line arguments (port and ip) in `SetConnectionData` (#3760)
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- Added a command-line singleton to parse environment command-line arguments (#3760)
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com.unity.netcode.gameobjects/Documentation~/TableOfContents.md

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* [Max players](basics/maxnumberplayers.md)
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* [Transports](advanced-topics/transports.md)
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* [Unity Relay](relay/relay.md)
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* Command line arguments
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* [Command line arguments](command-line-arguments.md)
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* [Network components](network-components.md)
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* [Core components](components/core/corecomponents.md)
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* [NetworkObject](components/core/networkobject.md)

com.unity.netcode.gameobjects/Documentation~/command-line-arguments.md

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# WORK IN PROGRESS
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# Command line arguments
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You can use [command line arguments](https://docs.unity3d.com/Documentation/Manual/CommandLineArguments.html) to configure certain aspects of your game at launch. This is especially useful for dedicated server builds, where arguments let you override default network settings such as the IP address and port.
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When launching a standalone build (for example, a headless dedicated server), you can supply custom arguments to modify runtime behavior.
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Available arguments:
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Reserved arguments:
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- -port
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- -ip
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