Multiplayer SDK 1.2.0-pre.1
37 documented changes.
- Version
- 1.2.0-pre.1
- Released
- Aug 1, 2025
- Product
- Unity Multiplayer
Multiplayer SDK 1.2.0-pre.1
Added
- Feature
Added support for Host Migration in lobbies:
- Feature
Added migration operations `GetMigrationDataInfoAsync` , `DownloadMigrationDataAsync` and `UploadMigrationDataAsync` .
- Feature
Added support for Host Migration in sessions:
- Feature
Added `WithHostMigration` session option to enable automatic netcode snapshots at a configurable interval.
- Feature
It requires an implementation of `IMigrationDataHandler` which defines how data is generated and applied.
- Feature
We provide a default migration data handler implementation for Netcode with Entities (Minimum required version 1.7.0)
- Feature
Added migration data methods to `IHostSession` : `GetHostMigrationDataAsync` and `SetHostMigrationDataAsync` for manual implementations.
- Feature
Added host migration flow to restart the network on session host changed
- Feature
Added `SessionHostChanged` and `SessionMigrated` event on `ISession` .
- Feature
Added optional parameter `preserveRegion` to `RelayOptions` to configure relay reallocation behavior during host migration. Setting this to true saves the region of the first relay allocation and reuses when a relay server is reallocated during host migration.
- Feature
Adding concurrency control settings to the lobby service and to sessions. When enabled, a If-Match header will be sent and an exception will now be thrown in case of conflict for the following operations:
- Feature
deleting a lobby or session
- Feature
removing a player from a lobby or session
- Feature
updating a lobby or session player
- Feature
updating a lobby or session
- Feature
Added `SessionObserver` class that allows to listen to `ISession` lifecycle for a specific `ISession.Type` .
- Feature
Added `AddingSessionStarted` and `AddingSessionFailed` events inside `IMultiplayerService` .
- Feature
Added overloads for `WithRelayNetwork` and `WithDistributedAuthorityNetwork` to enable manual setting of the underlying network protocol. Defaults left as before: Most platforms keep using DTLS as a default connection and WebGL still defaults to WSS. Use the `RelayNetworkOptions` variant to override the default behavior.
- Feature
Added a `WithDirectNetwork` overload that accepts `DirectNetworkOptions` which takes `ListenIpAddress` and `PublishIpAddress` parameters.
- Feature
Added a `WithDirectNetwork` overload that accepts no arguments, ensuring backward compatibility with the previous `WithDirectNetwork` overload.
- Feature
Added player name integration into multiplayer sessions
- Feature
`WithPlayerName()` session option for a player to provide their name into a multiplayer session.
- Feature
`GetPlayerName()` extension method to the session `IReadOnlyPlayer` model to retrieve a player's name.
- Feature
Added `IsServer` property in `ISession` to validate if the local owner of the session handle is a server managing the session.
- Feature
Added `HasPlayer` method in `ISession` to easily validate if a player is in a session.
- Feature
Added `GetPlayer` methods in `ISession` & `IHostSesssion` to easily access a specific player model by player id.
- Feature
The default network handler implementation for netcode for entities will now automatically create client & server worlds if none are available when starting a network connection.
- Feature
Added an Inspector for Matchmaker queue files to allow you to edit the most common properties of the Matchmaker Queue configuration in the editor.
- Feature
Added `Network` property to provide control over the network managed by the Session.
- Feature
`IHostSession` provides the `IHostSessionNetwork` interface which lets you control the network connection for the session.
- Feature
`ISession` provides the `IClientSessionNetwork` interface which lets you access the network state and relevant events.
- Feature
Come in and out of games within the same multiplayer session.
- Feature
Wait for specific conditions before starting the network connection and your gameplay
- Feature
Session reaching max players
- Feature
All players marking themselves as ready through player properties
- Feature
Etc.
- Feature
Added `Network` property on `ISession` ( `IClientSessionNetwork` ) & `IHostSession` ( `IHostSessionNetwork` ) to provide control over the network managed by the Session. Th