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A Matchmaking with Multiplay Unity example project. Implements the Unity Matchmaking and Multiplay SDK to create an end to end matchmaking game experience.

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In the RemoteDisconnect function of MatchplayNetworkClient, it returns without action when clientId == m_NetworkManager.LocalClientId, and only calls NetworkShutdown if this is not the case. Why is this? It feels like...

This fixes a nasty bug where a player can be removed during the time where you are fetching the remote backfill ticket. If the result is assigned to m_LocalBackfillTicket without...

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