From 1ec7c94a5374331c8ff34f600d7eb79a79511409 Mon Sep 17 00:00:00 2001 From: Noel Stephens Date: Thu, 30 Jul 2026 14:58:14 -0500 Subject: [PATCH 1/2] update Adding note about permissions not displaying if the Multiplayer Services is not installed. --- .../components/core/networkobject-ownership.md | 5 ++++- 1 file changed, 4 insertions(+), 1 deletion(-) diff --git a/com.unity.netcode.gameobjects/Documentation~/components/core/networkobject-ownership.md b/com.unity.netcode.gameobjects/Documentation~/components/core/networkobject-ownership.md index 81bad2dfff..4f89e931ba 100644 --- a/com.unity.netcode.gameobjects/Documentation~/components/core/networkobject-ownership.md +++ b/com.unity.netcode.gameobjects/Documentation~/components/core/networkobject-ownership.md @@ -111,7 +111,10 @@ The authority of any NetworkObject can always change ownership, as outlined in [ ### Ownership permission settings -The following ownership permission settings, defined by [`NetworkObject.OwnershipStatus`](https://docs.unity3d.com/Packages/com.unity.netcode.gameobjects@latest?subfolder=/api/Unity.Netcode.NetworkObject.OwnershipStatus.html), control how ownership of NetworkObjects can be changed during a distributed authority session: +> [!NOTE] +> Permissions are only valid when using the distributed authority network topology that requires Multiplayer Services. If the Multiplayer Services package is not installed, the permissions setting will not be displayed. + +The following ownership permission settings, defined by [`NetworkObject.OwnershipStatus`](xref:Unity.Netcode.NetworkObject.OwnershipStatus), control how ownership of NetworkObjects can be changed during a distributed authority session: |**Ownership setting**|Description|Related Property|Multi-select| |-----|-----|-----|-----| From ff5fcbe8050c3ed2f572ddd2e5d3670731316692 Mon Sep 17 00:00:00 2001 From: Noel Stephens Date: Thu, 30 Jul 2026 15:20:53 -0500 Subject: [PATCH 2/2] update Added a distributed authority sub-section under the NetworkManager Inspector properties with a description of the Multiplayer Services required Network Topology property. Added a similar note about network topology not being visible in NetworkManager if Multiplayer Services is not installed. --- .../Documentation~/components/core/networkmanager.md | 9 +++++++++ 1 file changed, 9 insertions(+) diff --git a/com.unity.netcode.gameobjects/Documentation~/components/core/networkmanager.md b/com.unity.netcode.gameobjects/Documentation~/components/core/networkmanager.md index aa59d87d89..88ab4f71ba 100644 --- a/com.unity.netcode.gameobjects/Documentation~/components/core/networkmanager.md +++ b/com.unity.netcode.gameobjects/Documentation~/components/core/networkmanager.md @@ -19,6 +19,15 @@ The NetworkManager is a required Netcode for GameObjects component that has all - **Enable Scene Management**: When checked, Netcode for GameObjects will handle scene management and client synchronization for you. When not checked, you will have to create your own scene management scripts and handle client synchronization. - **Load Scene Time Out**: When Enable Scene Management is checked, this specifies the period of time the `NetworkSceneManager` will wait while a scene is being loaded asynchronously before `NetworkSceneManager` considers the load/unload scene event to have failed/timed out. +### Distributed authority network topology + +> [!NOTE] +> The distributed authority network topology requires Multiplayer Services. If the Multiplayer Services package is not installed, the **Network Topology** property will not be displayed. + +- **Network Topology**: Defines the network topology to use. + - **Client-Server**: Selects the client-server network topology. + - **Distributed authority**: Selects the distributed authority network topology. + ## NetworkManager sub-systems NetworkManager is also where you can find references to other Netcode related management systems: