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{
"name": "com.unity.netcode",
"displayName": "Netcode for Entities",
"version": "1.14.1",
"unity": "2022.3",
"unityRelease": "20f1",
"description": "Unity's Data Oriented Technology Stack (DOTS) multiplayer netcode layer - a high level netcode system built on entities. This package provides a foundation for creating networked multiplayer applications within DOTS.",
"dependencies": {
"com.unity.transport": "2.5.3",
"com.unity.entities": "1.4.4",
"com.unity.modules.animation": "1.0.0"
},
"_upm": {
"changelog": "### Changed\n\n* Removed the 'must be a serialized component' limitation from the `GhostComponentVariation` dropdown selection in the `GhostAuthoringInspectionComponent`, as non-serialized components already support things like `PrefabType` stripping, just not explicitly. Handling of invalid ComponentOverrides has also been improved.\n\n### Fixed\n\n* Switched usage of 'PlayMode' to 'Play Mode' to be more consistent with other areas of the menu.\n* Fixed a spurious \"JobTempAlloc has allocations that are more than the maximum lifespan of 4 frames old\" warning that appeared when baking a ghost prefab set to Owner Predicted mode without a GhostOwner component.\n* A regression in the handling of partial sends. In rare cases, the same dynamic ghost chunk hits the partial boundary at roughly the same entity index every tick. This indefinitely causes a subset of its ghosts to no longer be added to the snapshot."
},
"upmCi": {
"footprint": "96e8e5a1c9509f5a8ac2cec97988f21332b22e50"
},
"documentationUrl": "https://docs.unity3d.com/Packages/com.unity.netcode@1.14/manual/index.html",
"repository": {
"url": "https://github.cds.internal.unity3d.com/unity/dots.git",
"type": "git",
"revision": "db82a03e5740c8635aeaf885a65208d267f57cdb"
}
}