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fix: half float delta position dither up port - #4129

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fix: half float delta position dither up port#4129
NoelStephensUnity wants to merge 4 commits into
develop-3.x.xfrom
fix/half-float-delta-position-dither-up-port

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@NoelStephensUnity NoelStephensUnity commented Aug 18, 2026

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Purpose of this PR

This is an up-port of #4128.
(Refer to that PR for the details)

Jira ticket

NA

Changelog

  • Fixed: Objects using NetworkTransform.UseHalfFloatPrecision appeared to jitter on non-authority instances while they were stationary or coming to rest, even though the authority was not moving them.
  • Changed: NetworkTransform.UseHalfFloatPrecision now synchronizes position with a resolution of approximately 1mm regardless of how far an object has travelled. Previously the resolution could degrade to approximately 3cm. This does not increase bandwidth, but projects using NetworkTransform.UseUnreliableDeltas will send full precision position updates more often.

Documentation

  • No documentation changes or additions were necessary.

Testing & QA (How your changes can be verified during release Playtest)

Functional Testing

Manual testing :

  • Manual testing done - NGO Examples physics ball stress test, standalone IL2CPP client against an editor host, comparing before and after builds.

Automated tests:

  • Covered by existing automated tests - the full testproject and runtime test runners pass. Note that these did not previously cover this behaviour.
  • Covered by new automated tests - NetworkTransformHalfFloatPrecisionTests, two cases across Host and DAHost.

The new tests were verified in both directions. Without the fix all four cases fail on the intended assertion, reporting 7.9mm to 10.1mm of backwards movement. With the fix all four pass.

Does the change require QA team to:

  • Review automated tests? - the tests assert that the client never moves opposite to the authority rather than asserting a position tolerance. Interpolation cannot overshoot, so backwards movement can only have come from the encoding, and the assertion does not need revisiting when the resolution changes. They also depend on two setup details that look arbitrary but are not, both commented: the object has to travel away from its spawn position, and it then has to step by an amount the encoding cannot represent before coming to rest. A position that a half float represents exactly leaves no rounding loss and so cannot exhibit the problem.
  • Execute manual tests? - specifically a project using UseUnreliableDeltas together with UseHalfFloatPrecision, which is the one configuration that sends more data after this change.
  • Provide feedback about the PR?

These tests do not use the time travel harness, since the behaviour only appears over multiple real state update and interpolation cycles. Runtime is roughly 3.5s per case.

Up-port

No up-port is required.

Backports

Not needed since this is an up-port.

NoelStephensUnity and others added 2 commits August 18, 2026 17:58
NetworkDeltaPosition carries the half float rounding loss of each update
into the next one, which keeps the average transmitted position accurate
while a value is moving. The loss alone is enough to change the encoded
delta, so once the value stops moving that mechanism keeps changing what is
sent even though the position has not moved. The encoded value alternates
between neighbouring representable values and a stationary object is
transmitted as one that oscillates. The rounding loss is now only carried
forward while the value moves by at least one representable step.

MaxDeltaBeforeAdjustment also determined the transmitted resolution, since
a half float's step size grows with its magnitude. At 64 the coarsest step
was 31.25mm, so objects away from their base position were reproduced in
~3cm increments. At 2 it is 0.977mm. Folding the delta into the base more
often costs no bandwidth with reliable deltas because both sides apply the
same rule to the same value, and the reconstructed position is unchanged by
the fold. UseUnreliableDeltas forces a full precision base synchronization
per fold, so those projects will send those more often.

Measured on 10 settling physics objects with half float enabled: 28-42mm of
oscillation before, none after, matching the same scene with half float
disabled. Objects in motion improve as well, peak error dropping from
12.5mm to 0.587mm.

Sender and receiver must agree on MaxDeltaBeforeAdjustment, so this is not
compatible across builds. NetworkConstants.PROTOCOL_VERSION already
participates in the connection config hash, so mismatched versions cannot
connect.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Two NetcodeIntegrationTest cases, one for an object moving in steps too
small for the encoding to represent and one for an object at rest. Both
move the authority forwards only and require non-authority instances to
follow without ever moving backwards. Interpolation cannot overshoot, so
movement opposite to the authority's has to have come from the encoding.
That also avoids a tolerance that would need revisiting whenever the
resolution changes.

Two setup details are needed for these to detect anything. The object has to
travel away from the base position established when it spawned, since
resolution is fine near the base. It then has to step by an amount the
encoding cannot represent before coming to rest, because a position a half
float represents exactly leaves no rounding loss and so cannot exhibit the
problem: resting on 30.0 produces no backwards movement at all while resting
on 30.0007 produces 15.6mm.

Verified in both directions. Without the fix all four cases fail on the
intended assertion, reporting 7.9mm to 10.1mm of backwards movement. With
the fix all four pass.

These do not use the time travel harness because the behavior only appears
over multiple real state update and interpolation cycles.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Updated the changelog to include issue #4129 regarding the precision of NetworkTransform synchronization.
Fixed jitter issue with NetworkTransform.UseHalfFloatPrecision on non-authority instances.
@NoelStephensUnity
NoelStephensUnity marked this pull request as ready for review August 19, 2026 01:36
@NoelStephensUnity
NoelStephensUnity requested a review from a team as a code owner August 19, 2026 01:36
@codecov-github-com

codecov-github-com Bot commented Aug 19, 2026

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Codecov Report

Attention: Patch coverage is 86.66667% with 2 lines in your changes missing coverage. Please review.

Files with missing lines Patch % Lines
...objects/Runtime/Components/NetworkDeltaPosition.cs 86.66% 2 Missing ⚠️
@@                Coverage Diff                @@
##           develop-3.x.x    #4129      +/-   ##
=================================================
+ Coverage          78.01%   78.06%   +0.04%     
=================================================
  Files                153      153              
  Lines              26254    26267      +13     
=================================================
+ Hits               20483    20505      +22     
+ Misses              5771     5762       -9     
Flag Coverage Δ
NGOv2_project_testproject_ubuntu_pinnedTrunk 77.72% <86.66%> (?)

Flags with carried forward coverage won't be shown. Click here to find out more.

Files with missing lines Coverage Δ
...objects/Runtime/Components/NetworkDeltaPosition.cs 83.49% <86.66%> (+12.38%) ⬆️
Components Coverage Δ
com.unity.netcode.gameobjects 78.06% <86.66%> (+0.04%) ⬆️

ℹ️ Need help interpreting these results?

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