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feat: add AsNativeArray() read‑only accessor to NetworkList<T> #3567

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Aug 5, 2025
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1 change: 1 addition & 0 deletions com.unity.netcode.gameobjects/CHANGELOG.md
Original file line number Diff line number Diff line change
Expand Up @@ -10,6 +10,7 @@ Additional documentation and release notes are available at [Multiplayer Documen

### Added

- Added `AsNativeArray()` read‑only accessor to `NetworkList<T>` (#3567)

### Fixed

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Original file line number Diff line number Diff line change
Expand Up @@ -631,6 +631,24 @@ public T this[int index]
}
}

/// <summary>
/// Gets a **zero‑allocation**, <see cref="NativeArray{T}.ReadOnly"/> view over the current
/// elements of this <see cref="NetworkList{T}"/>.
/// </summary>
/// <remarks>
/// The returned array stays valid **only until** the list is mutated (add, remove,
/// clear, resize) or <see cref="Dispose()"/> is called on the container. Continuing to use
/// the array after it is invalid will result in undefined behaviour;
/// callers are responsible for ensuring a safe lifetime.
/// </remarks>
/// <returns>
/// A <see cref="NativeArray{T}.ReadOnly"/> reference that shares the same backing memory as this list.
/// </returns>
public NativeArray<T>.ReadOnly AsNativeArray()
{
return m_List.AsReadOnly();
}

private void HandleAddListEvent(NetworkListEvent<T> listEvent)
{
m_DirtyEvents.Add(listEvent);
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