1 item (1 fix)
A batch of networking API facts, verified from the installed build's source and XML, that overturn common assumptions when you plan multiplayer code before it touches the compiler. LobbyInformation is a struct, so a null guard does not compile. Networking.Connections is deprecated in favour of Connection.All and emits CS0618. Connection.MaxChunkSize is internal, so game code hard-codes the 131072 value instead of referencing the symbol. NetworkAccessor exposes Owner, OwnerTransfer, and OrphanedMode as get-only, with AssignOwnership, SetOwnerTransfer, and SetOrphanedMode called after NetworkSpawn. Networking.TryConnectSteamId exists and is public. SB1000 whitelisting is assembly-level, so the real constraint on a networking call is public versus internal accessibility, not the whitelist. A green dotnet build does not mean an editor-green result for networked types.
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