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fix: network clock adjustment overshoot and per-frame NetworkManager scene search #4195
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Merged
NoelStephensUnity
merged 16 commits into
develop-3.x.x
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fix/clock-overshoot-and-unified-connections-scan
Oct 17, 2026
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7da6821
fix: stop the network clock adjustment on its target instead of stepp…
NoelStephensUnity c2fe9ac
fix: keep a list of NetworkManagers instead of searching the scene fo…
NoelStephensUnity 84cbb03
docs: describe the clock adjustment fix by what users saw
NoelStephensUnity a2eff6e
fix: bind connection updates to the hybrid world's own NetworkManager
NoelStephensUnity 7195c50
fix: create a server only world for hybrid mode in dedicated server b…
NoelStephensUnity 4c9666c
fix: treat a destroyed NetworkManager as shutting down in connection …
NoelStephensUnity 8738af8
ci: TEMPORARY run the unified job on b1.xlarge to test the memory pre…
NoelStephensUnity 982e854
fix: return no RTT for a hybrid connection that has already been removed
NoelStephensUnity 830384e
ci: TEMPORARY run the unified job on b1.large with 6000.7.0b4 to test…
NoelStephensUnity 10807fe
ci: compile testproject in a separate editor session before the unifi…
NoelStephensUnity 3c4cb32
ci: pin the unified warm-up to the Release code configuration
NoelStephensUnity a49ad61
fix: report each hybrid disconnect once while shutting down, and guar…
NoelStephensUnity ab4234e
fix: stop a discarded UnifiedBootstrap from clearing the world being …
NoelStephensUnity 0abd90c
docs: plainer wording for the comments this PR adds
NoelStephensUnity b46fac8
docs: clearer description of the converged clock test
NoelStephensUnity 64c6768
Merge develop-3.x.x into fix/clock-overshoot-and-unified-connections-…
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If a connection loses its
NetworkStreamConnectionduring the same frame thatisShuttingDownis true, it matches the disconnect query at line 58 (WithNone<NetworkStreamConnection>). BecausecommandBuffer.Playbackhas not occurred yet, the entity still hasConnectionStatein theEntityManager, so it will match this query as well and invokeOnNetCodeDisconnecta second time.Consider requiring
NetworkStreamConnectionhere so the two disconnect queries remain mutually exclusive:🤖 Helpful? 👍/👎