Players can now host and join over the internet without port-forwarding via Unity Gaming Services Relay + Lobby, exposed through the unified Multiplayer Services SDK (Sessions API). - OnlineSessionManager: anonymous auth, CreateSessionAsync (public, relay-backed), QuerySessionsAsync server browser, JoinSessionByIdAsync, and session leave wired into the existing net-stop teardown. - Per-install auth profile derived from the project path (mirror_<sha1(dataPath)>) so junction-mirror clones get distinct UGS player ids, avoiding the same-machine 409 LobbyConflict on join. - Install com.unity.services.multiplayer 2.2.4 (pulls Relay/Lobby/ Authentication/Core) and attach OnlineSessionManager to the NetworkManager in Main. Loopback dev flow (NetworkBootstrap H/C/J/K) is left untouched; the online path is additive. MatchManager and gameplay are unchanged since Sessions starts the host/client through NGO as before. Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
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