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Updated ChangeLog & DataTypes
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- Added: NetworkTransform now has 3 new floats for Sensitivity to quiet down message traffic from micro changes.
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- Added: Network Observer added to [Script Templates](ScriptTemplates.md) -- See the new Mirror section in the Assets > Create menu.
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- Added: [Network Scene Checker Component](../Components/NetworkSceneChecker.html)
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- Added: URI added to supported data types
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- Fixed: NetworkTransform and NetworkAnimator now uses NetworkWriterPool
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- Fixed: NetworkTransform and NetworkAnimator now respect `hasAuthority` for client owned objects
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- Fixed: NetworkTransform will now correctly teleport if time / distance are too large
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The client and server can pass data to each other via [Remote methods](Communications/RemoteActions.md), [State Synchronization](Sync/index.md) or via [Network Messages](Communications/NetworkMessages.md)
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Mirror supports a number of data types you can use with these, including:
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- Basic c# types (byte, int, char, uint, float, string, UInt64, etc)
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- Basic c# types (byte, int, char, uint, UInt64, float, string, etc)
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- Built-in Unity math type (Vector3, Quaternion, Rect, Plane, Vector3Int, etc)
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- URI
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- NetworkIdentity
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- Game object with a NetworkIdentity component attached.
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- Structures with any of the above (it's recommended to implement IEquatable\<T\> to avoid boxing and to have the struct readonly, cause modifying one of fields doesn't cause a resync)
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