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chore: Swap Obsolete tags from warning to error (#4149)
* Made more obsolete apis throw errors
* updated more APIs
* Delete obsolete code
* Move outdated docs code to docs tests and update some docs
* Add errors to missed obsolete tags
* typo fix
* removed old API
* Add missed removals
* RequireOwnership defaulted to true. Keep the IL2CPP code that does the ownership checks on a ServerRPC
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Co-authored-by: Emma <emma.mcmillan@unity3d.com>
Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/Documentation~/advanced-topics/transports.md
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# Transports
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Unity Netcode for GameObjects (Netcode) uses Unity Transport by default and supports UNet Transport (deprecated) up to Unity 2022.2 version.
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Unity Netcode for GameObjects (Netcode) uses Unity Transport by default and also provides a single player transport.
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## So what is a transport layer?
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Netcode's default transport Unity Transport is an entire transport layer that you can use to add multiplayer and network features to your project with or without Netcode. Refer to the Transport [documentation](https://docs.unity3d.com/Packages/com.unity.transport@latest) for more information and how to [install](https://docs.unity3d.com/Packages/com.unity.transport@latest?subfolder=/manual/install.html).
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## Unity's UNet Transport Layer API
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Netcode provides a [UnityTransport](xref:Unity.Netcode.Transports.UTP.UnityTransport) implementation for easy transport integration with Netcode.
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UNet is a deprecated solution that is no longer supported after Unity 2022.2. Unity Transport Package is the default transport for Netcode for GameObjects. We recommend transitioning to Unity Transport as soon as possible.
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## Single player transport
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### Community Transports or Writing Your Own
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Netcode also provides a [single player transport](./singleplayer.md) that allows for easy switching between multiplayer and single player configurations.
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## Community Transports or Writing Your Own
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You can use any of the community contributed custom transport implementations or write your own.
If you want to ignore the connection port provided through command-line arguments, you can override it by using the optional `forceOverride` parameter in:
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By default, the command line provided connection port and ip address take precedence over runtime configured values when using the [Unity transport](./advanced-topics/transports.md#unity-transport-package).
> When the [Unity dedicated server package](https://docs.unity3d.com/Documentation/Manual/dedicated-server.html) is installed, Unity transport will use the port and ip address provided by the dedicated server package.
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Setting `forceOverride` to `true` ensures that the values you pass to `SetConnectionData` override any values specified via command-line arguments.
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If you want to ignore the connection port provided through command-line arguments, you can override it by setting the `forceOverrideCommandLineArgs` parameter of UnityTransport's [`SetConnectionData`](xref:Unity.Netcode.Transports.UTP.UnityTransport.SetConnectionData(System.Boolean,System.String,System.UInt16,System.String)). Setting `forceOverrideCommandLineArgs` to `true` ensures that the values you pass to `SetConnectionData` will override any values specified via command-line arguments.
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## Additional resources
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-[Command-line arguments in the Unity Manual](https://docs.unity3d.com/6000.2/Documentation/Manual/CommandLineArguments.html)
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-[Command-line arguments in the Unity Manual](https://docs.unity3d.com/Documentation/Manual/CommandLineArguments.html)
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