{"_id":"com.unity.transport","name":"com.unity.transport","description":"Unity network transport layer - the low-level interface for connecting and sending data through a network","provider":"upm","versions":{"2.7.3":{"_upm":{"changelog":"### Fixes\n* Avoid dereferencing a null pointer/reference when calling `NetworkDriver.GetPipelineBuffers` for an invalid pipeline/stage combination (e.g getting the buffers of a pipeline stage not part of the provided pipeline). The returned buffers will just be set to `default` instead."},"unity":"2022.3","samples":[{"path":"Samples~/CrossPlay","description":"Example of how to use MultiNetworkDriver to create a server that accepts both UDP and WebSocket connections.","displayName":"Cross-play Example"},{"path":"Samples~/JobifiedClientServer","description":"Very simple client and server implementations using jobs. Meant to tie in with the package documentation.","displayName":"Jobified Client and Server"},{"path":"Samples~/Ping","description":"Small application to compute round-trip time (ping) between client and server.","displayName":"Ping Sample"},{"path":"Samples~/RelayPing","description":"Small application to compute round-trip time (ping) between client and host, using Unity Relay.","displayName":"Ping Sample (with Relay)"},{"path":"Samples~/SimpleClientServer","description":"Simplest possible client and server implementations. Meant to tie in with the package documentation.","displayName":"Simple Client and Server"}],"documentationUrl":"https://docs.unity3d.com/Packages/com.unity.transport@2.7/manual/index.html","name":"com.unity.transport","version":"2.7.3","displayName":"Unity Transport","description":"Unity network transport layer - the low-level interface for connecting and sending data through a network","dependencies":{"com.unity.burst":"1.8.24","com.unity.collections":"2.2.1","com.unity.mathematics":"1.3.2"},"dist":{"shasum":"56cfdfbf9d44ac9c1b60d6eef99f72ed26473055","tarball":"https://download.packages.unity.com/com.unity.transport/-/com.unity.transport-2.7.3.tgz"}},"2.7.2":{"_upm":{"changelog":"### Fixes\n* Make sure `SecureNetworkProtocolParameter` can be serialized properly by making `FixedPEMString` serializable.\n* Ignore `SIGPIPE` on Linux IL2CPP server builds. This could result in a crash when using WebSockets and a client would unexpectedly close its connection. Note that the signal is ignored for the whole process group. This shouldn't cause any issues (Mono ignores the signal by default for instance) but if your application somehow needs to be able to handle `SIGPIPE`, you can set the `UNITY_TRANSPORT_DONT_IGNORE_SIGPIPE` define for your project to prevent the transport package from ignoring it."},"unity":"2022.3","samples":[{"path":"Samples~/CrossPlay","description":"Example of how to use MultiNetworkDriver to create a server that accepts both UDP and WebSocket connections.","displayName":"Cross-play Example"},{"path":"Samples~/JobifiedClientServer","description":"Very simple client and server implementations using jobs. Meant to tie in with the package documentation.","displayName":"Jobified Client and Server"},{"path":"Samples~/Ping","description":"Small application to compute round-trip time (ping) between client and server.","displayName":"Ping Sample"},{"path":"Samples~/RelayPing","description":"Small application to compute round-trip time (ping) between client and host, using Unity Relay.","displayName":"Ping Sample (with Relay)"},{"path":"Samples~/SimpleClientServer","description":"Simplest possible client and server implementations. Meant to tie in with the package documentation.","displayName":"Simple Client and Server"}],"documentationUrl":"https://docs.unity3d.com/Packages/com.unity.transport@2.7/manual/index.html","name":"com.unity.transport","version":"2.7.2","displayName":"Unity Transport","description":"Unity network transport layer - the low-level interface for connecting and sending data through a network","dependencies":{"com.unity.burst":"1.8.24","com.unity.collections":"2.2.1","com.unity.mathematics":"1.3.2"},"dist":{"shasum":"ed7eca02732fbeb5979a71198733269e75f55ec4","tarball":"https://download.packages.unity.com/com.unity.transport/-/com.unity.transport-2.7.2.tgz"}},"2.7.1":{"_upm":{"changelog":"### Fixes\n* Avoid throwing a `NullReferenceException` when passing `null` to `NetworkEndpoint.Parse` and `NetworkEndpoint.TryParse`. Instead, a default-valued `NetworkEndpoint` is returned. This is in line with the behavior of these methods before version 2.7.0."},"unity":"2022.3","samples":[{"path":"Samples~/CrossPlay","description":"Example of how to use MultiNetworkDriver to create a server that accepts both UDP and WebSocket connections.","displayName":"Cross-play Example"},{"path":"Samples~/JobifiedClientServer","description":"Very simple client and server implementations using jobs. Meant to tie in with the package documentation.","displayName":"Jobified Client and Server"},{"path":"Samples~/Ping","description":"Small application to compute round-trip time (ping) between client and server.","displayName":"Ping Sample"},{"path":"Samples~/RelayPing","description":"Small application to compute round-trip time (ping) between client and host, using Unity Relay.","displayName":"Ping Sample (with Relay)"},{"path":"Samples~/SimpleClientServer","description":"Simplest possible client and server implementations. Meant to tie in with the package documentation.","displayName":"Simple Client and Server"}],"documentationUrl":"https://docs.unity3d.com/Packages/com.unity.transport@2.7/manual/index.html","name":"com.unity.transport","version":"2.7.1","displayName":"Unity Transport","description":"Unity network transport layer - the low-level interface for connecting and sending data through a network","dependencies":{"com.unity.burst":"1.8.24","com.unity.collections":"2.2.1","com.unity.mathematics":"1.3.2"},"dist":{"shasum":"2763078910e8d3ee1161976bfe501c81bd93c69a","tarball":"https://download.packages.unity.com/com.unity.transport/-/com.unity.transport-2.7.1.tgz"}},"2.7.0":{"_upm":{"changelog":"### New Features\n* Added `NetworkDriver.GetStatistics` method to get statistics about the current session. These are network-level statistics that can be useful to assess information like bandwidth usage, packet size distribution, etc.\n* Added `NetworkDriver.GetConnectionStatistics` method to get statistics about a specific connection. These are mostly focused around latency (\"ping\") and other network quality information (packet loss, duplication, etc.).\n* `NetworkEndpoint.Parse` and `NetworkEndpoint.TryParse` now have variants taking `FixedString128Bytes` arguments instead of managed strings. Those can be used in Burst-compiled code.\n* It is now possible to send an arbitrary payload when accepting a connection, similar to how it is possible to send one when establishing a connection. The buffer provided to `NetworkDriver.SetAcceptPayload` will be made available to clients when they pop a `Connect` event. The buffer's content will be in the `DataStreamReader` returned alongside the event.\n\n### Changes\n* `NetworkDriver.CheckHostnameLookupStatus` has been marked as obsolete. It is an implementation detail that shouldn't be called directly by users. Instead, regular connection events (`Connect`/`Disconnect`) can be used to infer the status of the hostname lookup (there is a dedicated `HostNotFound` disconnect reason if a connection couldn't be established because of a hostname lookup failure).\n* All functionality of `TransportFunctionPointer` except constructing one from a Burst-compatible delegate is now deprecated. Mostly this is just cleaning up old unused APIs as using managed delegates in pipeline stages has not been possible for a very long time.\n\n### Fixes\n* Addressed an issue where transient socket errors would be considered as a socket failure on UDP, leading to a useless re-creation of the socket. This would generally manifest as an error about receive requests being marked as failed.\n* Prevented a situation where a write could occur on a closed TCP socket, potentially resulting in a crash on Linux.\n* Fixed a bug when using Relay and DTLS where a disconnection would fail to be reported if the application stopped updating for a while (e.g. was put in the background on mobile) and then started updating again after the Relay allocation had timed out.\n* Fixed a bug when using Relay and DTLS where the driver would fail to reconnect to the server after re-homing (i.e. after the local IP address changes, which can happen when roaming on mobile).\n* Fixed runtime errors on multithreaded WebAssembly builds.\n* Fixed a packet corruption bug in `ReliableSequencedPipelineStage` that would occur if window size was larger than 64 and a packet had to be resent multiple times."},"unity":"2022.3","samples":[{"path":"Samples~/CrossPlay","description":"Example of how to use MultiNetworkDriver to create a server that accepts both UDP and WebSocket connections.","displayName":"Cross-play Example"},{"path":"Samples~/JobifiedClientServer","description":"Very simple client and server implementations using jobs. Meant to tie in with the package documentation.","displayName":"Jobified Client and Server"},{"path":"Samples~/Ping","description":"Small application to compute round-trip time (ping) between client and server.","displayName":"Ping Sample"},{"path":"Samples~/RelayPing","description":"Small application to compute round-trip time (ping) between client and host, using Unity Relay.","displayName":"Ping Sample (with Relay)"},{"path":"Samples~/SimpleClientServer","description":"Simplest possible client and server implementations. Meant to tie in with the package documentation.","displayName":"Simple Client and Server"}],"documentationUrl":"https://docs.unity3d.com/Packages/com.unity.transport@2.7/manual/index.html","name":"com.unity.transport","version":"2.7.0","displayName":"Unity Transport","description":"Unity network transport layer - the low-level interface for connecting and sending data through a network","dependencies":{"com.unity.burst":"1.8.24","com.unity.collections":"2.2.1","com.unity.mathematics":"1.3.2"},"dist":{"shasum":"a3d4c8308f0952c8d30d72e5a08c50b05ea3e58e","tarball":"https://download.packages.unity.com/com.unity.transport/-/com.unity.transport-2.7.0.tgz"}},"2.6.0":{"_upm":{"changelog":"### New Features\n* It is now possible to increase the reliable pipeline window size past 64. The maximum is technically 2040 but it is *strongly* recommended to stick to 256 or below. The [documentation](../manual/pipelines-usage.html#the-reliable-pipeline-stage) has more details on this change.\n* Added a new `NetworkDriver.GetMaxSupportedPayloadSize` method that can be used to find out what the maximum payload size is on a given connection/pipeline. It's equivalent to fetching the `Capacity` property of the `DataStreamWriter` returned by `BeginSend` on the same connection and pipeline, but does not require acquiring a packet buffer like `BeginSend` does.\n\n### Changes\n* Integration with the logging package (`com.unity.logging`) has been removed. Logs are now only written to the default `Debug.Log` mechanism. This should have no impact even to most users of the logging package, since its default configuration forwards `Debug.Log` logs to the default logger.\n* When using the reliable pipeline stage, the configured window size will now always be internally rounded up to the next multiple of 8 (if not already one). This change should be completely transparent to everyone, as the only impact is slightly improved bandwidth if using an atypical window size.\n* `NetworkDriver.GetMaxSupportedMessageSize` can now return different negative values to represent different errors. All values map to the `Error.StatusCode` enum.\n* Updated the Burst package dependency to version 1.8.24.\n* Updated the Mathematics package dependency to version 1.3.2.\n\n### Fixes\n* Fixed an issue where the DF (don't fragment) bit would be set even when MTU discovery was disabled, which could cause problems in environments where the MTU is more limited (like with some VPN providers).\n* Prevented an extraneous error from being logged when a send would fail within a pipeline (which already logs an error).\n* Fixed a bug where `NetworkDriver.CheckHostnameLookupStatus` would throw an exception when checking the status of connections that either did not use hostname lookup at all, or for which the hostname lookup had already finished in a previous driver update.\n* Prevented an error from being shown on Windows when a UDP socket bound to an IPv4 address received IPv6 packets (or vice-versa). Such packets were always discarded anyway, but now they won't generate errors at least.\n* Fixed a bug in `NetworkDriver.MaxHeaderSize` where it would return a size one byte larger than the actual maximum header size.\n* Fixed an issue where TLS alert messages would lead to a decryption failure, leading to an error being logged even in normal disconnection scenarios.\n* `NetworkDriver.Bound` and `NetworkDriver.Listening` will now return false if accessed on a disposed driver, instead of throwing a `NullReferenceException` (or causing an application segfault if safety checks are disabled)."},"unity":"2022.3","samples":[{"path":"Samples~/CrossPlay","description":"Example of how to use MultiNetworkDriver to create a server that accepts both UDP and WebSocket connections.","displayName":"Cross-play Example"},{"path":"Samples~/JobifiedClientServer","description":"Very simple client and server implementations using jobs. Meant to tie in with the package documentation.","displayName":"Jobified Client and Server"},{"path":"Samples~/Ping","description":"Small application to compute round-trip time (ping) between client and server.","displayName":"Ping Sample"},{"path":"Samples~/RelayPing","description":"Small application to compute round-trip time (ping) between client and host, using Unity Relay.","displayName":"Ping Sample (with Relay)"},{"path":"Samples~/SimpleClientServer","description":"Simplest possible client and server implementations. Meant to tie in with the package documentation.","displayName":"Simple Client and Server"}],"documentationUrl":"https://docs.unity3d.com/Packages/com.unity.transport@2.6/manual/index.html","name":"com.unity.transport","version":"2.6.0","displayName":"Unity Transport","description":"Unity network transport layer - the low-level interface for connecting and sending data through a network","dependencies":{"com.unity.burst":"1.8.24","com.unity.collections":"2.2.1","com.unity.mathematics":"1.3.2"},"dist":{"shasum":"6e74a0e6481d0f4d298b271a4172b7d880d164e1","tarball":"https://download.packages.unity.com/com.unity.transport/-/com.unity.transport-2.6.0.tgz"}},"2.5.3":{"_upm":{"changelog":"### Fixes\n* Fixed an issue where port 0 would be used when connecting over secure WebSockets (WSS) if using the version of the `NetworkDriver.Connect` method that accepts hostnames."},"unity":"2022.3","samples":[{"path":"Samples~/CrossPlay","description":"Example of how to use MultiNetworkDriver to create a server that accepts both UDP and WebSocket connections.","displayName":"Cross-play Example"},{"path":"Samples~/JobifiedClientServer","description":"Very simple client and server implementations using jobs. Meant to tie in with the package documentation.","displayName":"Jobified Client and Server"},{"path":"Samples~/Ping","description":"Small application to compute round-trip time (ping) between client and server.","displayName":"Ping Sample"},{"path":"Samples~/RelayPing","description":"Small application to compute round-trip time (ping) between client and host, using Unity Relay.","displayName":"Ping Sample (with Relay)"},{"path":"Samples~/SimpleClientServer","description":"Simplest possible client and server implementations. Meant to tie in with the package documentation.","displayName":"Simple Client and Server"}],"documentationUrl":"https://docs.unity3d.com/Packages/com.unity.transport@2.5/manual/index.html","name":"com.unity.transport","version":"2.5.3","displayName":"Unity Transport","description":"Unity network transport layer - the low-level interface for connecting and sending data through a network","dependencies":{"com.unity.burst":"1.8.12","com.unity.collections":"2.2.1","com.unity.mathematics":"1.3.1"},"dist":{"shasum":"b61461f89a69ee0b44a8bf8fd60c700e2b40ec9c","tarball":"https://download.packages.unity.com/com.unity.transport/-/com.unity.transport-2.5.3.tgz"}},"2.5.2":{"_upm":{"changelog":"### Added\n* Setting a disconnection timeout of 0 (through the `disconnectionTimeoutMs` parameter) will now disable the feature entirely. That is, with a value of 0 connections will not timeout anymore, no matter for how long nothing has been received from the remote peer. This is useful for debugging when a process is stopped by a debugger.\n\n### Changes\n* The fallback mechanism to close sockets when `NetworkDriver.Dispose` is not called has been removed. This editor-only mechanism would track open sockets and automatically close them in cases where they had not been closed manually. This was meant as a safety net for buggy code, but had a performance cost. Starting with this version, this mechanism is removed. It is now necessary to call `NetworkDriver.Dispose` to close sockets. We recommend calling it in cleanup methods like `OnDestroy`. This change is not expected to impact most users, since failure to dispose of the driver would also cause a memory leak that would have generated its own set of warnings. If you don't see these warnings, then you are not impacted by this change.\n\n### Fixes\n* Fixed an issue where MTU discovery could end up with a value that was higher than the actual path MTU.\n* Fixed an issue where a `reconnectionTimeoutMs` of 0 would be ignored if using DTLS.\n* Fixed an issue where `NetworkEndpoint.IsAny` and `NetworkEndpoint.IsLoopback` would throw an exception for endpoints where the network family is `NetworkFamily.Custom`. These properties will now return false for custom endpoints.\n* Fixed an issue where scheduling multiple update or send jobs in the same job chain would result in safety exceptions being thrown when using WebSockets."},"unity":"2022.3","samples":[{"path":"Samples~/CrossPlay","description":"Example of how to use MultiNetworkDriver to create a server that accepts both UDP and WebSocket connections.","displayName":"Cross-play Example"},{"path":"Samples~/JobifiedClientServer","description":"Very simple client and server implementations using jobs. Meant to tie in with the package documentation.","displayName":"Jobified Client and Server"},{"path":"Samples~/Ping","description":"Small application to compute round-trip time (ping) between client and server.","displayName":"Ping Sample"},{"path":"Samples~/RelayPing","description":"Small application to compute round-trip time (ping) between client and host, using Unity Relay.","displayName":"Ping Sample (with Relay)"},{"path":"Samples~/SimpleClientServer","description":"Simplest possible client and server implementations. Meant to tie in with the package documentation.","displayName":"Simple Client and Server"}],"documentationUrl":"https://docs.unity3d.com/Packages/com.unity.transport@2.5/manual/index.html","name":"com.unity.transport","version":"2.5.2","displayName":"Unity Transport","description":"Unity network transport layer - the low-level interface for connecting and sending data through a network","dependencies":{"com.unity.burst":"1.8.12","com.unity.collections":"2.2.1","com.unity.mathematics":"1.3.1"},"dist":{"shasum":"d357b17023dc197636ef9ca410fecffceeaba6e6","tarball":"https://download.packages.unity.com/com.unity.transport/-/com.unity.transport-2.5.2.tgz"}},"2.5.1":{"_upm":{"changelog":"### Changes\n* Changed Path MTU discovery to default to off. It can be enabled using network config parameters.\n\n### Fixes\n* When Path MTU discovery is enabled and a transport connects to a peer that doesn't support it (such as an older version of transport), when discovery times out, it will now revert to previous behavior of using the configured MaxMessageSize rather than using 1024 bytes."},"unity":"2022.3","samples":[{"path":"Samples~/CrossPlay","description":"Example of how to use MultiNetworkDriver to create a server that accepts both UDP and WebSocket connections.","displayName":"Cross-play Example"},{"path":"Samples~/JobifiedClientServer","description":"Very simple client and server implementations using jobs. Meant to tie in with the package documentation.","displayName":"Jobified Client and Server"},{"path":"Samples~/Ping","description":"Small application to compute round-trip time (ping) between client and server.","displayName":"Ping Sample"},{"path":"Samples~/RelayPing","description":"Small application to compute round-trip time (ping) between client and host, using Unity Relay.","displayName":"Ping Sample (with Relay)"},{"path":"Samples~/SimpleClientServer","description":"Simplest possible client and server implementations. Meant to tie in with the package documentation.","displayName":"Simple Client and Server"}],"documentationUrl":"https://docs.unity3d.com/Packages/com.unity.transport@2.5/manual/index.html","name":"com.unity.transport","version":"2.5.1","displayName":"Unity Transport","description":"Unity network transport layer - the low-level interface for connecting and sending data through a network","dependencies":{"com.unity.burst":"1.8.12","com.unity.collections":"2.2.1","com.unity.mathematics":"1.3.1"},"dist":{"shasum":"9dd554c2c47e3d32c3133bb985962675f0696388","tarball":"https://download.packages.unity.com/com.unity.transport/-/com.unity.transport-2.5.1.tgz"}},"2.5.0":{"_upm":{"changelog":"### New Features\n\n* Added: Added Path MTU discovery support to adjust the maximum packet size for each connection dynamically. The discovered MTU for a client can be queried with `NetworkDriver.GetMaxSupportedMessageSize(connection)`. This value is established as part of the connection handshake and doesn't get recalculated over the lifetime of the connection. This value will also not exceed the NetworkConfig's `MaxMessageSize` value. This value is additionally available to pipelines via `NetworkPipelineContext.maxMessageSize`.\n\n### Fixes\n\n* Fixed an issue where `NetworkEndpoint.SetRawAddressBytes` would use the wrong number of bytes from the provided buffer.\n* Fixed an issue where WebSocket connections would be refused if the client sent large headers (e.g. large cookies).\n* Fixed a WebSocket problem where the send queue could \"leak\" packets if connections with pending sends were closed. This could eventually cause all sends to fail with the -5 error code (`NetworkSendQueueFull`).\n* Fixed a possible `IndexOutOfRangeException` when using WebSockets and the connection would fail to be established at the TCP level.\n* Fixed a memory leak in the hostname resolution process"},"unity":"2022.3","samples":[{"path":"Samples~/CrossPlay","description":"Example of how to use MultiNetworkDriver to create a server that accepts both UDP and WebSocket connections.","displayName":"Cross-play Example"},{"path":"Samples~/JobifiedClientServer","description":"Very simple client and server implementations using jobs. Meant to tie in with the package documentation.","displayName":"Jobified Client and Server"},{"path":"Samples~/Ping","description":"Small application to compute round-trip time (ping) between client and server.","displayName":"Ping Sample"},{"path":"Samples~/RelayPing","description":"Small application to compute round-trip time (ping) between client and host, using Unity Relay.","displayName":"Ping Sample (with Relay)"},{"path":"Samples~/SimpleClientServer","description":"Simplest possible client and server implementations. Meant to tie in with the package documentation.","displayName":"Simple Client and Server"}],"documentationUrl":"https://docs.unity3d.com/Packages/com.unity.transport@2.5/manual/index.html","name":"com.unity.transport","version":"2.5.0","displayName":"Unity Transport","description":"Unity network transport layer - the low-level interface for connecting and sending data through a network","dependencies":{"com.unity.burst":"1.8.12","com.unity.collections":"2.2.1","com.unity.mathematics":"1.3.1"},"dist":{"shasum":"6c02b9db76ef527140c222c68bc76ffdd19b3960","tarball":"https://download.packages.unity.com/com.unity.transport/-/com.unity.transport-2.5.0.tgz"}},"2.4.0":{"_upm":{"changelog":"### New features\n* Connections can now be made using strings representing domain names or IPs. Hostname resolution will be performed automatically as part of the connection process. (Requires Unity 6000.18f1 or later.)\n\n### Changes\n* ACKs for the `ReliableSequencedPipelineStage` will now be sent a little more aggressively, which should improve throughput of reliable traffic.\n\n### Fixes\n\n* Fixed MultiNetworkDriver not passing the connect payload to the NetworkDriver when calling MultiNetworkDriver.Connect()\n* Added a workaround for a burst compile error that caused iOS player builds not to function properly when burst compile was enabled."},"unity":"2022.3","samples":[{"path":"Samples~/CrossPlay","description":"Example of how to use MultiNetworkDriver to create a server that accepts both UDP and WebSocket connections.","displayName":"Cross-play Example"},{"path":"Samples~/JobifiedClientServer","description":"Very simple client and server implementations using jobs. Meant to tie in with the package documentation.","displayName":"Jobified Client and Server"},{"path":"Samples~/Ping","description":"Small application to compute round-trip time (ping) between client and server.","displayName":"Ping Sample"},{"path":"Samples~/RelayPing","description":"Small application to compute round-trip time (ping) between client and host, using Unity Relay.","displayName":"Ping Sample (with Relay)"},{"path":"Samples~/SimpleClientServer","description":"Simplest possible client and server implementations. Meant to tie in with the package documentation.","displayName":"Simple Client and Server"}],"documentationUrl":"https://docs.unity3d.com/Packages/com.unity.transport@2.4/manual/index.html","name":"com.unity.transport","version":"2.4.0","displayName":"Unity Transport","description":"Unity network transport layer - the low-level interface for connecting and sending data through a network","dependencies":{"com.unity.burst":"1.8.12","com.unity.collections":"2.2.1","com.unity.mathematics":"1.3.1"},"dist":{"shasum":"c6e877f31661a406bdda774da5002457bd58723c","tarball":"https://download.packages.unity.com/com.unity.transport/-/com.unity.transport-2.4.0.tgz"}},"1.5.0":{"_upm":{"changelog":"### Fixes\n* Fixed a rare issue where a sequence ID collision from ushort overflow in certain very specific conditions can result in an old packet being erroneously returned instead of waiting for a new one, causing corruption."},"type":"asset","unity":"2020.3","upmCi":{"footprint":"5fe8cf5d7992f7b795ceaae03ad753edf2db1637"},"samples":[{"path":"Samples~/CustomNetworkInterface","description":"Shows how to build a custom network interface using the INetworkInterface API","displayName":"Custom Network Interface"},{"path":"Samples~/Ping","description":"Several samples on the basics of jobs, mainthread setups using the Unity Transport","displayName":"Ping/Pong Sample"},{"path":"Samples~/Pipeline","description":"Shows how to use Pipeline stages","displayName":"Pipelines Sample"},{"path":"Samples~/RelayPing","description":"Basic sample on how to use Unity Relay with Unity Transport, your project must depend on com.unity.services.relay","displayName":"Unity Relay with Unity Transport"},{"path":"Samples~/Soaker","description":"Shows how to use pipelines and jobs to gather stats and create traffic using Unity Transport","displayName":"Soak Sample"}],"repository":{"url":"https://github.cds.internal.unity3d.com/unity/com.unity.transport.git","type":"git","revision":"5dc0412c1544591484f9b1f0fd9b3a5db69ed768"},"unityRelease":"0f1","documentationUrl":"https://docs.unity3d.com/Packages/com.unity.transport@1.5/manual/index.html","name":"com.unity.transport","version":"1.5.0","displayName":"Unity Transport","description":"Unity network transport layer - the low-level interface for sending UDP data","dependencies":{"com.unity.burst":"1.6.6","com.unity.collections":"1.2.4","com.unity.mathematics":"1.2.6"},"dist":{"shasum":"cd458b53e61215cb76a13ada7b9b9dc0328a255b","tarball":"https://download.packages.unity.com/com.unity.transport/-/com.unity.transport-1.5.0.tgz"}},"2.3.0":{"_upm":{"changelog":"### New features\n* The global network simulator (configurable through `NetworkSettings.WithNetworkSimulatorParameters`) now supports delay, jitter and packet duplication, but only in the send direction. Currently users are still recommended to use the `SimulatorPipelineStage` for their network simulation needs until the global network simulator gains in maturity.\n\n### Changes\n* Updated Burst dependency to 1.8.12.\n\n### Fixes\n* Fixed an issue where `NetworkEndpoint.IsAny` and `NetworkEndpoint.IsLoopback` would throw an exception for endpoints where the network family is `NetworkFamily.Custom`. These properties will now return false for custom endpoints.\n* Fixed an issue where an error about resetting the event queue with pending events could be logged even if the connection with pending events was closed.\n* Made the failure mode more obvious when there is a mismatch between the Relay configuration and the choice of network interface.\n* Fixed a rare issue where a sequence ID collision from ushort overflow in certain very specific conditions can result in an old packet being erroneously returned instead of waiting for a new one, causing corruption."},"type":"assets","unity":"2022.3","upmCi":{"footprint":"59ff3f339c684bd4b2fbb8d1add1458be9e49ae6"},"samples":[{"path":"Samples~/CrossPlay","description":"Example of how to use MultiNetworkDriver to create a server that accepts both UDP and WebSocket connections.","displayName":"Cross-play Example"},{"path":"Samples~/JobifiedClientServer","description":"Very simple client and server implementations using jobs. Meant to tie in with the package documentation.","displayName":"Jobified Client and Server"},{"path":"Samples~/Ping","description":"Small application to compute round-trip time (ping) between client and server.","displayName":"Ping Sample"},{"path":"Samples~/RelayPing","description":"Small application to compute round-trip time (ping) between client and host, using Unity Relay.","displayName":"Ping Sample (with Relay)"},{"path":"Samples~/SimpleClientServer","description":"Simplest possible client and server implementations. Meant to tie in with the package documentation.","displayName":"Simple Client and Server"}],"repository":{"url":"https://github.cds.internal.unity3d.com/unity/com.unity.transport.git","type":"git","revision":"a19910e4bc903acabe37806a2ef43b3735ba7dc8"},"relatedPackages":{"com.unity.transport.tests":"0.0.0"},"documentationUrl":"https://docs.unity3d.com/Packages/com.unity.transport@2.3/manual/index.html","name":"com.unity.transport","version":"2.3.0","displayName":"Unity Transport","description":"Unity network transport layer - the low-level interface for connecting and sending data through a network","dependencies":{"com.unity.burst":"1.8.12","com.unity.collections":"2.2.1","com.unity.mathematics":"1.3.1"},"dist":{"shasum":"ac326714c1709ed1bffcf14fc375314346e8e665","tarball":"https://download.packages.unity.com/com.unity.transport/-/com.unity.transport-2.3.0.tgz"}},"2.2.1":{"_upm":{"changelog":"### Fixes\n* Fixed an issue where `NetworkEndpoint.TryParse` would leave the out parameter endpoint with a valid `NetworkFamily`, even if parsing of the address had failed."},"type":"assets","unity":"2022.2","upmCi":{"footprint":"0082e82b059a837341ce02865299e2d44989765f"},"samples":[{"path":"Samples~/CrossPlay","description":"Example of how to use MultiNetworkDriver to create a server that accepts both UDP and WebSocket connections.","displayName":"Cross-play Example"},{"path":"Samples~/JobifiedClientServer","description":"Very simple client and server implementations using jobs. Meant to tie in with the package documentation.","displayName":"Jobified Client and Server"},{"path":"Samples~/Ping","description":"Small application to compute round-trip time (ping) between client and server.","displayName":"Ping Sample"},{"path":"Samples~/RelayPing","description":"Small application to compute round-trip time (ping) between client and host, using Unity Relay.","displayName":"Ping Sample (with Relay)"},{"path":"Samples~/SimpleClientServer","description":"Simplest possible client and server implementations. 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This is useful for environments where network equipment mishandles larger packets (like some mobile networks or VPNs). The value excludes IP and UDP headers, but includes headers added by the transport itself (e.g. reliability headers). The default value is 1400. Note that it is recommended that both client and server be configured to use the same value.\n* Added new values `AuthenticationFailure` and `ProtocolError` to the `Error.DisconnectReason` enum. These values are respectively returned when a connection fails to be established because of DTLS/TLS handshake failure, and for unexpected and unrecoverable errors encountered by the transport (e.g. unexpected socket errors or malformed WebSocket frames).\n* Added a new `NetworkFamily.Custom` value and proper support for it in `NetworkEndpoint`. This value is intended for usage with custom `INetworkInterface` implementations, where endpoints are not IP addresses.\n\n### Changes\n* Updated Collections dependency to 2.2.1.\n* Updated Burst dependency to 1.8.8.\n* Updated Mathematics dependency to 1.3.1.\n* `NetworkDriver.GetRelayConnectionStatus` will now return the new enum value `RelayConnectionStatus.NotUsingRelay` when called on a `NetworkDriver` that has not been configured to use Unity Relay. The previous behavior was to throw an exception. This can be used to safely determine if a driver is using Relay, even from Burst-compiled code.\n* `RelayServerData` now exposes a `IsWebSocket` field that can be used to determine if the server data will be using a WebSocket endpoint. This value is set automatically if constructing the `RelayServerData` from an allocation object, and can be set through a new optional `isWebSocket` parameter for low-level constructors.\n* `NetworkEndpoint.RawPort` is now obsolete. There is little use for this API since it basically only converts to/from network byte order. There are standard C# APIs to do this.\n\n### Fixes\n* Fixed a possible crash when using secure WebSockets that would occur if a connection was closed suddenly with pending packets waiting to be sent.\n* Fixed an issue where empty messages would not properly be received if sent on a non-default pipeline.\n* Fixed \"Input string was not in a correct format\" log when listening on a port already in use."},"type":"assets","unity":"2022.2","upmCi":{"footprint":"64f999ac3b1e584257d9d025c5c761c76dcc538e"},"samples":[{"path":"Samples~/CrossPlay","description":"Example of how to use MultiNetworkDriver to create a server that accepts both UDP and WebSocket connections.","displayName":"Cross-play Example"},{"path":"Samples~/JobifiedClientServer","description":"Very simple client and server implementations using jobs. 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This is meant as an escape hatch for use cases that require passing stream readers outside of a job (this not possible with `DataStreamReader` directly since the safety system will not allow it). As the name implies, this throws away many safety guarantees and is thus not recommended to use unless absolutely required.\n\n### Changes\n* `NetworkDriver.GetRelayConnectionStatus` will now return the new enum value `RelayConnectionStatus.NotUsingRelay` when called on a `NetworkDriver` that has not been configured to use Unity Relay. The previous behavior was to throw an exception.\n* It is now possible to configure the maximum message size that the transport will send through a new `maxMessageSize` parameter in `NetworkSettings.WithNetworkConfigParameters`. This is useful for environments where network equipment mishandles larger packets (like some mobile networks or VPNs). The value excludes IP and UDP headers, but includes headers added by the transport itself (e.g. reliability headers). 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Note that it is recommended that both client and server be configured to use the same value."},"type":"assets","unity":"2020.3","upmCi":{"footprint":"3422cf5c7f2cac02947030d94f332733127d3eff"},"samples":[{"path":"Samples~/CustomNetworkInterface","description":"Shows how to build a custom network interface using the INetworkInterface API","displayName":"Custom Network Interface"},{"path":"Samples~/Ping","description":"Several samples on the basics of jobs, mainthread setups using the Unity Transport","displayName":"Ping/Pong Sample"},{"path":"Samples~/Pipeline","description":"Shows how to use Pipeline stages","displayName":"Pipelines Sample"},{"path":"Samples~/RelayPing","description":"Basic sample on how to use Unity Relay with Unity Transport, your project must depend on com.unity.services.relay","displayName":"Unity Relay with Unity Transport"},{"path":"Samples~/Soaker","description":"Shows how to use pipelines and jobs to gather stats and create traffic using Unity Transport","displayName":"Soak Sample"}],"repository":{"url":"https://github.cds.internal.unity3d.com/unity/com.unity.transport.git","type":"git","revision":"4a6bba09bd32ed2fa840f331651875d68e73cadc"},"unityRelease":"0f1","documentationUrl":"https://docs.unity3d.com/Packages/com.unity.transport@1.4/manual/index.html","name":"com.unity.transport","version":"1.4.0","displayName":"Unity Transport","description":"Unity network transport layer - the low-level interface for sending UDP data","dependencies":{"com.unity.burst":"1.6.6","com.unity.collections":"1.2.4","com.unity.mathematics":"1.2.6"},"dist":{"shasum":"0fc371b61622fb45014024037b989d821bd4691d","tarball":"https://download.packages.unity.com/com.unity.transport/-/com.unity.transport-1.4.0.tgz"}},"2.0.2":{"_upm":{"changelog":"### Changes\n* When using Unity Relay, `NetworkDriver.GetRemoteEndpoint` will now always return the address of the Relay server, instead of returning the address until a connection is established, and then returning the allocation ID encoded as an endpoint (appearing as an invalid endpoint). This makes the behavior the same as it was in version 1.X of the package.\n* Updated Collections dependency to 2.1.2.\n* A warning will now be emitted if passing a connection type other than \"wss\" to the `RelayServerData` constructors on WebGL (other connection types are not supported on that platform).\n\n### Fixes\n* Fixed an issue where the reliable pipeline stage could end up writing past the end of its internal buffer and thrashing the buffers of other connections. This could result in packet corruption, but would most likely result in erroneous -7 (`NetworkDriverParallelForErr`) errors being reported when calling `EndSend`.\n* Fixed an issue where upon returning -7 (`NetworkDriverParallelForErr`), `EndSend` would leak the send handle. Over time, this would result in less send handles being available, resulting in more -5 (`NetworkSendQueueFull`) errors.\n* Fixed an issue where WebSocket connections would always take at least `connectTimeoutMS` milliseconds to be reported as established, even if the connection was actually established faster than that.\n* Fixed an issue where `ArgumentOutOfRangeException` could be thrown in situations where a new WebSocket connection is established while a previous connection is in the process of being closed.\n* If nothing is received from a Unity Relay server for a while, the transport will now attempt to rebind to it. This should improve the accuracy of `GetRelayConnectionStatus` in scenarios where the Relay allocation times out while communications with the server are out.\n* Fixed an issue where `UDPNetworkInterface` (the default one) would not bind to the correct address if the local IP address change and the socket needs to be recreated (e.g. because the app was backgrounded on a mobile device).\n* Fixed an issue where `Disconnect` events would fail to be reported correctly for WebSocket connections.\n* Fixed an issue where, when using Relay, heartbeats would be sent constantly when they are disabled by setting `relayConnectionTimeMS` to 0 in the Relay parameters."},"type":"asset","unity":"2022.2","upmCi":{"footprint":"7710c66ac941b52add3b21671eccd025a5899b40"},"samples":[{"path":"Samples~/CrossPlay","description":"Example of how to use MultiNetworkDriver to create a server that accepts both UDP and WebSocket connections.","displayName":"Cross-play Example"},{"path":"Samples~/JobifiedClientServer","description":"Very simple client and server implementations using jobs. 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This could result in packet corruption, but would most likely result in erroneous -7 (`NetworkDriverParallelForErr`) errors being reported when calling `EndSend`.\n* Fixed an issue where upon returning -7 (`NetworkDriverParallelForErr`), `EndSend` would leak the send handle. Over time, this would result in less send handles being available, resulting in more -5 (`NetworkSendQueueFull`) errors.\n* If nothing is received from a Unity Relay server for a while, the transport will now attempt to rebind to it. This should improve the accuracy of `GetRelayConnectionStatus` in scenarios where the Relay allocation times out while communications with the server are out."},"type":"asset","unity":"2020.3","upmCi":{"footprint":"77cfea86fd01638c603a80494dac4e1a07173d8d"},"samples":[{"path":"Samples~/CustomNetworkInterface","description":"Shows how to build a custom network interface using the INetworkInterface API","displayName":"Custom Network Interface"},{"path":"Samples~/Ping","description":"Several samples on the basics of jobs, mainthread setups using the Unity Transport","displayName":"Ping/Pong Sample"},{"path":"Samples~/Pipeline","description":"Shows how to use Pipeline stages","displayName":"Pipelines Sample"},{"path":"Samples~/RelayPing","description":"Basic sample on how to use Unity Relay with Unity Transport, your project must depend on com.unity.services.relay","displayName":"Unity Relay with Unity Transport"},{"path":"Samples~/Soaker","description":"Shows how to use pipelines and jobs to gather stats and create traffic using Unity Transport","displayName":"Soak Sample"}],"repository":{"url":"https://github.cds.internal.unity3d.com/unity/com.unity.transport.git","type":"git","revision":"5e7f04b9ae40d63aeda6d97eab9d86e86fa40d3b"},"unityRelease":"0f1","documentationUrl":"https://docs.unity3d.com/Packages/com.unity.transport@1.3/manual/index.html","name":"com.unity.transport","version":"1.3.4","displayName":"Unity Transport","description":"Unity network transport layer - the low-level interface for sending UDP data","dependencies":{"com.unity.burst":"1.6.6","com.unity.collections":"1.2.4","com.unity.mathematics":"1.2.6"},"dist":{"shasum":"18611c63580413525af01af1c874c3c740fe7d6e","tarball":"https://download.packages.unity.com/com.unity.transport/-/com.unity.transport-1.3.4.tgz"}},"2.0.1":{"_upm":{"changelog":"### Changes\n* Updated Collections dependency to 2.1.1."},"type":"asset","unity":"2022.2","upmCi":{"footprint":"1ccf20ae93e34c2254559619d32d560089e6f675"},"samples":[{"path":"Samples~/CrossPlay","description":"Example of how to use MultiNetworkDriver to create a server that accepts both UDP and WebSocket connections.","displayName":"Cross-play Example"},{"path":"Samples~/JobifiedClientServer","description":"Very simple client and server implementations using jobs. 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The restriction on it accepting only listening drivers has been lifted, and it now offers a new `Connect` method to connect client drivers. This makes it easier to write networking code that can be shared between server and client.\n* Added a new `ReliableUtility.SetMaximumResendTime` static method, allowing to modify the maximum resend time of the reliable pipeline at runtime (there's already a similar method for the minimum resend time). Increasing this value can improve bandwidth usage for poor connections (RTT greater than 200ms).\n* Added the possibility of setting the minimum and maximum resend times of the reliable pipeline through `NetworkSettings` (with `WithReliableStageParameters`).\n\n### Changes\n* `NetworkEndpoint.TryParse` will now return false and log an error when attempting to parse an IPv6 address on platforms where IPv6 is not supported. The previous behavior was to throw an exception, but only in the editor. On the devices themselves, the address would be successfully parsed silently, which would lead to confusing socket errors down the line.\n* The `SimulatorUtility.Context` structure has been made internal. It contained only implementation details, or values that appeared useful but were actually either misleading or broken.\n* The `RelayMessageType` enum has been made internal. The only purpose of this type was to list the different messages of the Relay protocol, which is an implementation detail that should not be relevant to users.\n\n### Fixes\n* Fixed an issue where calling `ScheduleFlushSend` before the socket was bound would still result in socket system calls being made, resulting in errors being logged.\n* No warning will be printed when attempting to send on a WebSocket connection that has been closed by the remote peer (would only happen if calling `ScheduleFlushSend`)."},"type":"asset","unity":"2022.2","upmCi":{"footprint":"5f6e0a8c8727135d9a9d705f763707a98d2e0a4e"},"samples":[{"path":"Samples~/CrossPlay","description":"Example of how to use MultiNetworkDriver to create a server that accepts both UDP and WebSocket connections.","displayName":"Cross-play Example"},{"path":"Samples~/JobifiedClientServer","description":"Very simple client and server implementations using jobs. Meant to tie in with the package documentation.","displayName":"Jobified Client and Server"},{"path":"Samples~/Ping","description":"Small application to compute round-trip time (ping) between client and server.","displayName":"Ping Sample"},{"path":"Samples~/RelayPing","description":"Small application to compute round-trip time (ping) between client and host, using Unity Relay.","displayName":"Ping Sample (with Relay)"},{"path":"Samples~/SimpleClientServer","description":"Simplest possible client and server implementations. Meant to tie in with the package documentation.","displayName":"Simple Client and Server"}],"repository":{"url":"https://github.cds.internal.unity3d.com/unity/com.unity.transport.git","type":"git","revision":"9466e5ce5be3bce43c0968e901a1610a2d382f49"},"unityRelease":"0a18","relatedPackages":{"com.unity.transport.tests":"0.0.0"},"documentationUrl":"https://docs.unity3d.com/Packages/com.unity.transport@2.0/manual/index.html","name":"com.unity.transport","version":"2.0.0-pre.8","displayName":"Unity Transport","description":"Unity network transport layer - the low-level interface for connecting and sending data through a network","dependencies":{"com.unity.burst":"1.8.3","com.unity.collections":"2.1.0-pre.6","com.unity.mathematics":"1.2.6"},"dist":{"shasum":"e8b03b64d286f7b036affacd174ae61c3de5c802","tarball":"https://download.packages.unity.com/com.unity.transport/-/com.unity.transport-2.0.0-pre.8.tgz"}},"1.3.3":{"_upm":{"changelog":"### Fixes\n* Fixed an issue where calling `ScheduleFlushSend` before the socket was bound would still result in socket system calls being made, resulting in errors being logged."},"type":"asset","unity":"2020.3","upmCi":{"footprint":"45bfeaef19c4c8984cb161a101b0d5d39c3e154d"},"samples":[{"path":"Samples~/CustomNetworkInterface","description":"Shows how to build a custom network interface using the INetworkInterface API","displayName":"Custom Network Interface"},{"path":"Samples~/Ping","description":"Several samples on the basics of jobs, mainthread setups using the Unity Transport","displayName":"Ping/Pong Sample"},{"path":"Samples~/Pipeline","description":"Shows how to use Pipeline stages","displayName":"Pipelines Sample"},{"path":"Samples~/RelayPing","description":"Basic sample on how to use Unity Relay with Unity Transport, your project must depend on com.unity.services.relay","displayName":"Unity Relay with Unity Transport"},{"path":"Samples~/Soaker","description":"Shows how to use pipelines and jobs to gather stats and create traffic using Unity Transport","displayName":"Soak Sample"}],"repository":{"url":"https://github.cds.internal.unity3d.com/unity/com.unity.transport.git","type":"git","revision":"705fec881f66f56109ff57cc62cf2fba6b87e73d"},"unityRelease":"0f1","documentationUrl":"https://docs.unity3d.com/Packages/com.unity.transport@1.3/manual/index.html","name":"com.unity.transport","version":"1.3.3","displayName":"Unity Transport","description":"Unity network transport layer - the low-level interface for sending UDP data","dependencies":{"com.unity.burst":"1.6.6","com.unity.collections":"1.2.4","com.unity.mathematics":"1.2.6"},"dist":{"shasum":"cf072a0468979706a8971922086d02eab4695694","tarball":"https://download.packages.unity.com/com.unity.transport/-/com.unity.transport-1.3.3.tgz"}},"2.0.0-pre.7":{"_upm":{"changelog":"### New features\n* Added a new `MultiNetworkDriver` API to make it easier to handle multiple `NetworkDriver` instances at the same time for cross-play scenarios. Refer to the \"cross-play support\" section of the documentation for more details on this feature. This new API is also showcased in a new \"CrossPlay\" package sample.\n\n### Changes\n* Update Burst dependency to 1.8.3.\n* The `QueuedSendMessage` structure was removed as it didn't serve any purpose anymore.\n* The `dependency` argument of `NetworkDriver.ScheduleFlushSend` is now optional.\n* `SequenceHelpers`, `RandomHelpers`, and the extensions in `NativeListExt` and `FixedStringExt` have all been made internal. These are all internal helper classes that shouldn't have been part of the public API in the first place.\n* Many APIs and types inside `ReliableUtility` have been made internal (among them all APIs and types dealing with send/receive contexts and packet information and timers). The information they contain was meant purely for internal consumption in the first place. The statistics and RTT information inside the shared context remains public.\n* Removed `errorCode` from `ReliableUtility.SharedContext`. Any useful information it can provide is already returned by higher-level APIs like `NetworkDriver.EndSend`.\n* Default send and receive queue sizes are now set to 512 packets (previous value was 64). 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It also contains utilities for serializing data streams to send\nover the network.\n\n## Transport CI summary\n[![](https://badge-proxy.cds.internal.unity3d.com/c59df3b8-7f64-4158-9ef7-4c99748185cb)](https://badges.cds.internal.unity3d.com/packages/com.unity.transport/build-info?branch=master) [![](https://badge-proxy.cds.internal.unity3d.com/65a2af76-0337-4ec3-a20c-5f9a09ed62eb)](https://badges.cds.internal.unity3d.com/packages/com.unity.transport/dependencies-info?branch=master) [![](https://badge-proxy.cds.internal.unity3d.com/5cd5fb42-a61f-4502-b75a-b8d80deb41f2)](https://badges.cds.internal.unity3d.com/packages/com.unity.transport/dependants-info) [![](https://badge-proxy.cds.internal.unity3d.com/cad278d5-2dba-4434-aac2-1466a4bd2ea6)](https://badges.cds.internal.unity3d.com/packages/com.unity.transport/warnings-info?branch=master) ![ReleaseBadge](https://badge-proxy.cds.internal.unity3d.com/f2096d78-45e6-4402-978b-0058b1e3277c) ![ReleaseBadge](https://badge-proxy.cds.internal.unity3d.com/fb5e4d88-0b2f-4883-ad0d-1b69b33e7861)\n\n## Documentation\n\nFor more information about the Transport package, please see the [Unity Transport Documentation](https://docs-multiplayer.unity3d.com/transport/introduction). The site includes guides, API reference, and release notes.\n\nA [changelog](CHANGELOG.md) is also available in the package.\n\n## Connect\n\nSee the [Multiplayer forum](https://forum.unity.com/forums/multiplayer.26/) to ask questions and connect with Transport.\n\n","_resolved":"","_integrity":"","repository":{"url":"https://github.cds.internal.unity3d.com/unity/com.unity.transport.git","type":"git","revision":"9c54911978e05861c4111d55680dee3c04ca79d5"},"_npmVersion":"6.13.4","_nodeVersion":"12.16.1","unityRelease":"0f1","readmeFilename":"README.md","name":"com.unity.transport","version":"1.0.0-pre.5","displayName":"Unity Transport","description":"Unity network transport layer - the low-level interface for sending UDP data","dependencies":{"com.unity.burst":"1.5.5","com.unity.collections":"1.0.0-pre.5","com.unity.mathematics":"1.2.1"},"dist":{"shasum":"e30682736daf7750d183e02b69fd48d4f9a8c129","tarball":"https://download.packages.unity.com/com.unity.transport/-/com.unity.transport-1.0.0-pre.5.tgz"}},"1.0.0-pre.4":{"_id":"com.unity.transport@1.0.0-pre.4","type":"asset","_from":"file:com.unity.transport-1.0.0-pre.4.tgz","unity":"2020.3","upmCi":{"footprint":"ac68ae7ba7d2e53d3c898f856f6fbfc2d2a0a283"},"readme":"# Welcome\n\nWelcome to the Unity Transport repository!\n\nThe new Unity Transport Package which will replace the UNet low-level API.\nThe preview of the transport package supports establishing connections and sending messages to a\nremote host. It also contains utilities for serializing data streams to send\nover the network.\n\n## Transport CI summary\n[![](https://badge-proxy.cds.internal.unity3d.com/c59df3b8-7f64-4158-9ef7-4c99748185cb)](https://badges.cds.internal.unity3d.com/packages/com.unity.transport/build-info?branch=master) [![](https://badge-proxy.cds.internal.unity3d.com/65a2af76-0337-4ec3-a20c-5f9a09ed62eb)](https://badges.cds.internal.unity3d.com/packages/com.unity.transport/dependencies-info?branch=master) [![](https://badge-proxy.cds.internal.unity3d.com/5cd5fb42-a61f-4502-b75a-b8d80deb41f2)](https://badges.cds.internal.unity3d.com/packages/com.unity.transport/dependants-info) [![](https://badge-proxy.cds.internal.unity3d.com/cad278d5-2dba-4434-aac2-1466a4bd2ea6)](https://badges.cds.internal.unity3d.com/packages/com.unity.transport/warnings-info?branch=master) ![ReleaseBadge](https://badge-proxy.cds.internal.unity3d.com/f2096d78-45e6-4402-978b-0058b1e3277c) ![ReleaseBadge](https://badge-proxy.cds.internal.unity3d.com/fb5e4d88-0b2f-4883-ad0d-1b69b33e7861)\n\n## Documentation\n\nFor more information about the Transport package, please see the [Unity Transport Documentation](https://docs-multiplayer.unity3d.com/transport/introduction). The site includes guides, API reference, and release notes.\n\nA [changelog](CHANGELOG.md) is also available in the package.\n\n## Connect\n\nSee the [Multiplayer forum](https://forum.unity.com/forums/multiplayer.26/) to ask questions and connect with Transport.\n\n","_resolved":"","_integrity":"","repository":{"url":"https://github.cds.internal.unity3d.com/unity/com.unity.transport.git","type":"git","revision":"aa9ebe9fae100cbde93996423cd9032caca08834"},"_npmVersion":"6.13.4","_nodeVersion":"12.16.1","unityRelease":"0f1","readmeFilename":"README.md","name":"com.unity.transport","version":"1.0.0-pre.4","displayName":"Unity Transport","description":"Unity network transport layer - the low-level interface for sending UDP data","dependencies":{"com.unity.burst":"1.5.5","com.unity.collections":"1.0.0-pre.5","com.unity.mathematics":"1.2.1"},"dist":{"shasum":"cc66aa7c311a271a43bd14f8576d3a751d6fb9f8","tarball":"https://download.packages.unity.com/com.unity.transport/-/com.unity.transport-1.0.0-pre.4.tgz"}},"1.0.0-pre.3":{"_id":"com.unity.transport@1.0.0-pre.3","type":"asset","_from":"file:com.unity.transport-1.0.0-pre.3.tgz","unity":"2020.3","upmCi":{"footprint":"fb472ee86d74904fb781ec601603032f7d069b27"},"readme":"# Welcome\n\nWelcome to the Unity Transport repository!\n\nThe new Unity Transport Package which will replace the UNet low-level API.\nThe preview of the transport package supports establishing connections and sending messages to a\nremote host. It also contains utilities for serializing data streams to send\nover the network.\n\n## Transport CI summary\n[![](https://badge-proxy.cds.internal.unity3d.com/c59df3b8-7f64-4158-9ef7-4c99748185cb)](https://badges.cds.internal.unity3d.com/packages/com.unity.transport/build-info?branch=master) [![](https://badge-proxy.cds.internal.unity3d.com/65a2af76-0337-4ec3-a20c-5f9a09ed62eb)](https://badges.cds.internal.unity3d.com/packages/com.unity.transport/dependencies-info?branch=master) [![](https://badge-proxy.cds.internal.unity3d.com/5cd5fb42-a61f-4502-b75a-b8d80deb41f2)](https://badges.cds.internal.unity3d.com/packages/com.unity.transport/dependants-info) [![](https://badge-proxy.cds.internal.unity3d.com/cad278d5-2dba-4434-aac2-1466a4bd2ea6)](https://badges.cds.internal.unity3d.com/packages/com.unity.transport/warnings-info?branch=master) ![ReleaseBadge](https://badge-proxy.cds.internal.unity3d.com/f2096d78-45e6-4402-978b-0058b1e3277c) ![ReleaseBadge](https://badge-proxy.cds.internal.unity3d.com/fb5e4d88-0b2f-4883-ad0d-1b69b33e7861)\n\n## Documentation\n\nFor more information about the Transport package, please see the [Unity Transport Documentation](https://docs-multiplayer.unity3d.com/transport/introduction). The site includes guides, API reference, and release notes.\n\nA [changelog](CHANGELOG.md) is also available in the package.\n\n## Connect\n\nSee the [Multiplayer forum](https://forum.unity.com/forums/multiplayer.26/) to ask questions and connect with Transport.\n\n","_resolved":"","_integrity":"","repository":{"url":"https://github.cds.internal.unity3d.com/unity/com.unity.transport.git","type":"git","revision":"49a1da43ce5b89f2f023d5c2b7ab63bfae573e49"},"_npmVersion":"6.13.4","_nodeVersion":"12.16.1","unityRelease":"0f1","readmeFilename":"README.md","name":"com.unity.transport","version":"1.0.0-pre.3","displayName":"Unity Transport","description":"Unity network transport layer - the low-level interface for sending UDP data","dependencies":{"com.unity.burst":"1.5.5","com.unity.collections":"1.0.0-pre.5","com.unity.mathematics":"1.2.1"},"dist":{"shasum":"411e5f35470ddd4f537ce7fec4ddda22563fcb73","tarball":"https://download.packages.unity.com/com.unity.transport/-/com.unity.transport-1.0.0-pre.3.tgz"}},"1.0.0-pre.2":{"_id":"com.unity.transport@1.0.0-pre.2","type":"asset","_from":"file:com.unity.transport-1.0.0-pre.2.tgz","unity":"2020.3","upmCi":{"footprint":"0c9e09e12a146fa4ad9a017dd116ed52e36553ef"},"readme":"# Welcome\n\nWelcome to the Unity Transport repository!\n\nThe new Unity Transport Package which will replace the UNet low-level API.\nThe preview of the transport package supports establishing connections and sending messages to a\nremote host. It also contains utilities for serializing data streams to send\nover the network.\n\n## Transport CI summary\n[![](https://badge-proxy.cds.internal.unity3d.com/c59df3b8-7f64-4158-9ef7-4c99748185cb)](https://badges.cds.internal.unity3d.com/packages/com.unity.transport/build-info?branch=master) [![](https://badge-proxy.cds.internal.unity3d.com/65a2af76-0337-4ec3-a20c-5f9a09ed62eb)](https://badges.cds.internal.unity3d.com/packages/com.unity.transport/dependencies-info?branch=master) [![](https://badge-proxy.cds.internal.unity3d.com/5cd5fb42-a61f-4502-b75a-b8d80deb41f2)](https://badges.cds.internal.unity3d.com/packages/com.unity.transport/dependants-info) [![](https://badge-proxy.cds.internal.unity3d.com/cad278d5-2dba-4434-aac2-1466a4bd2ea6)](https://badges.cds.internal.unity3d.com/packages/com.unity.transport/warnings-info?branch=master) ![ReleaseBadge](https://badge-proxy.cds.internal.unity3d.com/f2096d78-45e6-4402-978b-0058b1e3277c) ![ReleaseBadge](https://badge-proxy.cds.internal.unity3d.com/fb5e4d88-0b2f-4883-ad0d-1b69b33e7861)\n\n## Documentation\n\nFor more information about the Transport package, please see the [Unity Transport Documentation](https://docs-multiplayer.unity3d.com/transport/introduction). The site includes guides, API reference, and release notes.\n\nA [changelog](CHANGELOG.md) is also available in the package.\n\n## Connect\n\nSee the [Multiplayer forum](https://forum.unity.com/forums/multiplayer.26/) to ask questions and connect with Transport.\n\n# Samples\n\nAll samples are in */TransportSamples~*.\n\n## Ping\nThe ping sample is a good starting point for learning about all the parts included\nin the transport package. The ping client establishes a connection to the ping server,\nsends a ping message and receives a pong reply. Once pong is received the client\nwill disconnect.\n\nIt is a simple example showing you how to use the new Unity Transport Package.\nPing consists of multiple scenes, all found in `sampleproject/Assets/Scenes/`.\n\n- `PingMainThread.unity` - A main-thread only implementation of ping.\n- `Ping.unity` - A fully jobified version of the ping client and server.\n- `PingClient.unity` - The same jobified client code as `Ping.unity`, but without the server.\n- `PingServer.unity` - The dedicated server version of the jobified ping. A headless (or Server Build in 2019.1) Linux 64 bit build of this scene is what should be deployed to Multiplay.\n- `PingECS.unity` - An ECS version of the jobified ping sample.\n\n## Soaker\nA stress test which will create a set number of clients and a server in the same process. Each client will send messages at the specified rate with the specified size and measure statistics.\n\n## Pipeline\nAn example of the pipelines feature that offers layers of functionality on top of the default socket implementation behaviour.\n","_resolved":"","_integrity":"","repository":{"url":"https://github.cds.internal.unity3d.com/unity/com.unity.transport.git","type":"git","revision":"1f7f8fbd9096f7b13cfb7a21d3ed15ae16b48a5b"},"_npmVersion":"6.13.4","_nodeVersion":"12.16.1","unityRelease":"0f1","readmeFilename":"README.md","name":"com.unity.transport","version":"1.0.0-pre.2","displayName":"Unity Transport","description":"Unity network transport layer - the low-level interface for sending UDP data","dependencies":{"com.unity.burst":"1.5.5","com.unity.collections":"1.0.0-pre.5","com.unity.mathematics":"1.2.1"},"dist":{"shasum":"51b557c2940358667408b70b595e3228974e2b89","tarball":"https://download.packages.unity.com/com.unity.transport/-/com.unity.transport-1.0.0-pre.2.tgz"}},"0.8.0-preview.8":{"_id":"com.unity.transport@0.8.0-preview.8","bugs":{"url":"https://github.com/Unity-Technologies/netcode/issues"},"type":"asset","_from":"file:com.unity.transport-0.8.0-preview.8.tgz","unity":"2020.3","upmCi":{"footprint":"f4ac6d1e17d1839c024a0985f5bcc5ca909710df"},"readme":"ERROR: No README data found!","_npmUser":{"email":"mike.adkins@unity3d.com"},"homepage":"https://github.com/Unity-Technologies/netcode#readme","_resolved":"","_integrity":"","repository":{"url":"git+https://github.com/Unity-Technologies/netcode.git","type":"git","revision":"a2c8b3132fa8d626631512a2006ed68b024a6bf4"},"_npmVersion":"6.14.11","_nodeVersion":"14.16.0","unityRelease":"0f1","name":"com.unity.transport","version":"0.8.0-preview.8","displayName":"Unity Transport","description":"Unity network transport layer - 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