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Publishing Tools 2.2.1 (#1362)
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docs/basics/networkobject.md

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@@ -112,10 +112,12 @@ Refer to the [NetworkSceneManager active scene synchronization](../scenemanageme
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![image](/img/SceneMigrationSynchronization.png)
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Similar to `NetworkObject.ActiveSceneSynchronization`, this property automatically synchronizes client-side NetworkObject instances that are migrated to a scene via [`SceneManager.MoveGameObjectToScene`](https://docs.unity3d.com/ScriptReference/SceneManagement.SceneManager.MoveGameObjectToScene.html) on the host or server side. This can be useful if you have a specific scene you wish to migrate NetworkObject instances to that is not the currently active scene.
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Similar to [`NetworkObject.ActiveSceneSynchronization`](#active-scene-synchronization), [`NetworkObject.SceneMigrationSynchronization`](https://docs.unity3d.com/Packages/com.unity.netcode.gameobjects@latest?subfolder=/api/Unity.Netcode.NetworkObject.html#Unity_Netcode_NetworkObject_SceneMigrationSynchronization) automatically synchronizes client-side NetworkObject instances that are migrated to a scene via [`SceneManager.MoveGameObjectToScene`](https://docs.unity3d.com/ScriptReference/SceneManagement.SceneManager.MoveGameObjectToScene.html) on the host or server side. This can be useful if you have a specific scene you wish to migrate NetworkObject instances to that is not the currently active scene.
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:::info
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`NetworkObject.ActiveSceneSynchronization` can be used with `NetworkObject.SceneMigrationSynchronization` as long as you take into consideration that if you migrate a NetworkObject into a non-active scene via `SceneManager.MoveGameObjectToScene` and then later change the active scene, then the NetworkObject instance will be automatically migrated to the newly set active scene.
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`NetworkObject.ActiveSceneSynchronization` can be used with `NetworkObject.SceneMigrationSynchronization` as long as you take into consideration that if you migrate a NetworkObject into a non-active scene via `SceneManager.MoveGameObjectToScene` and later change the active scene, then the NetworkObject instance will be automatically migrated to the newly set active scene.
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:::warning
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Scene migration synchronization is enabled by default. For NetworkObjects that don't require it, such as those that generate static environmental objects like trees, it's recommended to disable scene migration synchronization to avoid additional processing overheads.
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:::
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## Additional resources

docs/basics/scenemanagement/client-synchronization-mode.md

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---
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## Introduction
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Client synchronization occurs when immediately after a client connects to a host or server and the connection is approved. During the client synchronization process, the server will determine everything that a client might need to know about in order to join an in progress network session (networked game session). Netcode for GameObjects provides you with the ability to select the client synchronization mode that best suits your project's needs. During client synchronization a client will automatically set its local client synchronization mode to match that of the server or host setting.
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Client synchronization occurs when immediately after a client connects to a host or server and the connection is approved. During the client synchronization process, the server will determine everything that a client might need to know about in order to join an in-progress network session (networked game session). Netcode for GameObjects provides you with the ability to select the client synchronization mode that best suits your project's needs. During client synchronization a client will automatically set its local client synchronization mode to match that of the server or host setting.
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The client synchronization mode should be set when the server or host is first provided via the `NetworkSceneManager.SetClientSynchronizationMode` method that takes a [`LoadSceneMode`](https://docs.unity3d.com/ScriptReference/SceneManagement.LoadSceneMode.html) value as a parameter. Each client synchronization mode behaves in a similar way to loading a scene based on the chosen `LoadSceneMode`.
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docusaurus.config.js

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lastVersion: "current",
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versions: {
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current: {
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label: "2.2.0",
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label: "2.2.1",
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path: "current",
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},
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"2.1.0": {

mppm/about.md

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## Compatibility
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Multiplayer Play Mode version 1.1.0 is compatible with Unity Editor versions 6000.0.3f1 or later.
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Multiplayer Play Mode version 1.3.0 is compatible with Unity Editor versions 6000.0.22f1 or later.
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## Multiplayer Play Mode terminology
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The Unity Editor and Virtual Players require a lot of system resources, so you shouldn't use Multiplayer Play Mode at scale. Multiplayer Play Mode is designed for small-scale, local testing environments that can only support up to four total Players (the main Editor Player and three Virtual Players).
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### Authoring
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You can't create or change the properties of GameObjects in a Virtual Player. Instead, use the main Editor Player to make changes and a Virtual Player to test multiplayer functionality. Any changes you make in Play Mode in the main Editor Player reset when you exit Play Mode.
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You can't create or change the properties of GameObjects in a Virtual Player. Instead, use the main Editor Player to make changes and a Virtual Player to test multiplayer functionality. Any changes you make in Play Mode in the main Editor Player reset when you exit Play Mode.
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:::note
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You can't access any main Editor Player functionality from Virtual Players.
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:::

mppm_versions.json

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[
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"1.2.0",
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"current",
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"1.1.0",

sidebarsTools.js

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},
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{
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"type": "doc",
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"id": "profiler"
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"id": "multiplayer-tools-window"
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},
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{
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"type": "doc",
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"id": "multiplayer-tools-window"
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},
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"id": "profiler"
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},
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{
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"type": "doc",
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"id": "RNSM"
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"type": "doc",
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"id": "netscenevis"
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},
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{
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"type": "doc",
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"id": "hierarchy-network-debug"
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},
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{
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"collapsed": true,
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"type": "category",
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static/img/tools/tools-window-1.png

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tools/about.md

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| | [Network Simulator](network-simulator.md) |
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| | [Runtime Network Stats Monitor](runtime-stats-monitor.md) |
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| | [Network Scene Visualization](network-scene-vis.md) |
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| | [Hierarchy Network Debug View](hierarchy-network-debug.md) |
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The [Multiplayer Tools Window](tools-window.md) provides convenient access to all the tools mentioned above.

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