37 documented changes.

Version
1.2.0-pre.1
Released
Aug 1, 2025
Product
Unity Multiplayer
Unity Gaming Services release notes

Multiplayer SDK 1.2.0-pre.1

Official notes

Added

  1. Feature

    Added support for Host Migration in lobbies:

  2. Feature

    Added migration operations `GetMigrationDataInfoAsync` , `DownloadMigrationDataAsync` and `UploadMigrationDataAsync` .

  3. Feature

    Added support for Host Migration in sessions:

  4. Feature

    Added `WithHostMigration` session option to enable automatic netcode snapshots at a configurable interval.

  5. Feature

    It requires an implementation of `IMigrationDataHandler` which defines how data is generated and applied.

  6. Feature

    We provide a default migration data handler implementation for Netcode with Entities (Minimum required version 1.7.0)

  7. Feature

    Added migration data methods to `IHostSession` : `GetHostMigrationDataAsync` and `SetHostMigrationDataAsync` for manual implementations.

  8. Feature

    Added host migration flow to restart the network on session host changed

  9. Feature

    Added `SessionHostChanged` and `SessionMigrated` event on `ISession` .

  10. 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.

  11. 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:

  12. Feature

    deleting a lobby or session

  13. Feature

    removing a player from a lobby or session

  14. Feature

    updating a lobby or session player

  15. Feature

    updating a lobby or session

  16. Feature

    Added `SessionObserver` class that allows to listen to `ISession` lifecycle for a specific `ISession.Type` .

  17. Feature

    Added `AddingSessionStarted` and `AddingSessionFailed` events inside `IMultiplayerService` .

  18. 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.

  19. Feature

    Added a `WithDirectNetwork` overload that accepts `DirectNetworkOptions` which takes `ListenIpAddress` and `PublishIpAddress` parameters.

  20. Feature

    Added a `WithDirectNetwork` overload that accepts no arguments, ensuring backward compatibility with the previous `WithDirectNetwork` overload.

  21. Feature

    Added player name integration into multiplayer sessions

  22. Feature

    `WithPlayerName()` session option for a player to provide their name into a multiplayer session.

  23. Feature

    `GetPlayerName()` extension method to the session `IReadOnlyPlayer` model to retrieve a player's name.

  24. Feature

    Added `IsServer` property in `ISession` to validate if the local owner of the session handle is a server managing the session.

  25. Feature

    Added `HasPlayer` method in `ISession` to easily validate if a player is in a session.

  26. Feature

    Added `GetPlayer` methods in `ISession` & `IHostSesssion` to easily access a specific player model by player id.

  27. 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.

  28. 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.

  29. Feature

    Added `Network` property to provide control over the network managed by the Session.

  30. Feature

    `IHostSession` provides the `IHostSessionNetwork` interface which lets you control the network connection for the session.

  31. Feature

    `ISession` provides the `IClientSessionNetwork` interface which lets you access the network state and relevant events.

  32. Feature

    Come in and out of games within the same multiplayer session.

  33. Feature

    Wait for specific conditions before starting the network connection and your gameplay

  34. Feature

    Session reaching max players

  35. Feature

    All players marking themselves as ready through player properties

  36. Feature

    Etc.

  37. Feature

    Added `Network` property on `ISession` ( `IClientSessionNetwork` ) & `IHostSession` ( `IHostSessionNetwork` ) to provide control over the network managed by the Session. Th

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