fix(serializing): correct two's-complement unwrap in quaternion decompression - #1067
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FirstGearGames merged 1 commit intoAug 21, 2026
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…pression ScaleToUint encodes the smaller components as two's complement masked to BitsPerAxis bits, but ScaleToFloat unwrapped negatives by subtracting Maximum * 2 -- that is 2 * IntScale steps, not the IntMask + 1 steps the mask actually wrapped by. Every negative component decoded exactly two quantization steps high; positives were unaffected. Round-tripping 200k values through Quaternion32: before: worst error 0.00345941 on negatives, 0.00069195 on positives after: worst error 0.00069195 on both (== half a step, the optimum) Small magnitudes could even flip sign: -0.001 decoded as +0.00138. Quaternion64Compression.ScaleToFloat_H/_L carried the same off-by-two. The encoder is untouched, so this is wire-compatible in both directions; only the decode of already-negative components changes.
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Sep 2, 2026
- Fixed ZigZagDecode improperly decoding values in IL2CPP with specific backing CPP libraries. - Fixed Scene object expecting prefab ID (#1032). - Fixed eliminated or significantly reduced wobble in local reconcile resimulations on server-authoritative objects. - Fixed NetworkAnimator delay/desync on host owned object, observed by clients (#1062). - Fixed NetworkCollider/2D tick comparison error (#1041). - Fixed prefab objects generator cannot include folders with spaces in the path (#1045). - Fixed large writers pooling incorrectly, causing them to not be re-used (#1054). - Fixed LiteNetLib wrong data length after BasePacketLayer modification (#1064). - Fixed NetworkTrigger2D by uncommenting entire file. - Fixed nested NetworkObjects not spawning recursively when spawned via OnStartServer of their parent. - Fixed SyncType values being reset to default before OnStopServer as clientHost (#1036). - Fixed disconnecting clients not being cleared on Transport shutdown (#1044). - Fixed Quaternion ScaleToFloat helper math, cause of marginal rotational errors (#1067). - Fixed loading scenes by path not loading the scene for clients under certain conditions (#1060). - Obsoleted SceneLookupData.Name in favor of SceneLookupData.FullName. - Added NetworkBehaviour.ToString null safety (#1046). - Added Unity 6.5 scene handle change support (#1052 / #1051 merge). - Added Unity 6.5 GetEntityId/GetInstanceId support. - Added NetworkCollider2D use PhysicsScene2D.OverlapCollider as a fallback (#1042). - Added NetworkCollider/2D.RemoveEnteredCollider. - Added NetworkCollider/2D InvokeStayOnEnter. - Added NetworkAnimator channel option - under Beta menu, Animator Channel (#1039).
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Problem
ScaleToUintencodes each smaller quaternion component as a two's-complement value masked toBitsPerAxisbits, butScaleToFloatunwraps negatives by subtractingMaximum * 2— which is2 * IntScalesteps, not theIntMask + 1steps the mask actually wrapped by. Every negative component therefore decodes exactly two quantization steps too high. Positive components are unaffected.Worked example (Quaternion32,
IntScale = 511,IntMask = 1023):-511steps encodes as(uint)(-511) & 1023=513513 - 1024=-511✅513 * M/511 - 2M=M * (513 - 1022)/511=-509❌Quaternion64Compression.ScaleToFloat_H/_Lcarry the same off-by-two.Evidence
Round-tripping 200,001 values across
[-Maximum, +Maximum]throughScaleToUintand back:0.003459410.000691950.000691950.000691950.00069195is exactly half a quantization step — the theoretical optimum. That positives already sit there while negatives are 5× worse is what localizes the defect to the negative decode path; the encoder is correct.Small magnitudes could flip sign outright:
Impact
Quaternion32 is the default
AutoPackType.Packedpath, used byRigidbodyStatein every prediction reconcile and byNetworkTransformrotation sync. The constant+0.00277bias lands as roughly a 0.3° rotation error on clients only — the server never decodes its own state.Because it only appears on orientations where a smaller component is negative, it presents as intermittent jitter rather than a reproducible axis bug. In a predicted rigidbody it also couples into position: the client builds thrust in a frame tilted ~0.3° from the server's, so lateral thrust acquires a vertical component the server never simulates, and the reconcile pulls it back each tick — visible as a persistent offset under held thrust and a hop on taps.
Compatibility
The encoder is untouched, so this is wire-compatible in both directions. Only the decode of already-negative components changes.