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docs: repoint the NetworkTimeSystem API cross-reference at the new namespace
xref targets are fully qualified UIDs, so the one in networktime-ticks.md stopped resolving when the type moved. DocFX renders an unresolved xref as its raw text, which reads as a broken link on the published page rather than failing anything in this repo - there is no docfx job here. Nothing else in Documentation~ needs changing. Every code sample that touches these types reaches them through NetworkManager (LocalTime.TimeAsFloat, NetworkTickSystem.Tick), which never names the type and is unaffected; the remaining mentions are prose or links to this same page. The old names in apiupdaterproject/README.md and the CHANGELOG are the 2.x side of before/after tables and are correct as they stand. No upgrade note added. The samples on that page do not need the new import, so a note about it would be advice for a reader the page does not have, and the landed editor relocation set the precedent of updating the affected sample without prose. The CHANGELOG entry covers the move.
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‎com.unity.netcode.gameobjects/Documentation~/advanced-topics/networktime-ticks.md‎

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@@ -183,6 +183,6 @@ For games with short play sessions casting the time to float is safe or `TimeAsF
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> [!NOTE]
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> The properties of the `NetworkTimeSystem` should be left untouched on the server/host. Changing the values on the client is sufficient to change the behavior of the time system.
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The way network time gets calculated can be configured in the `NetworkTimeSystem` if needed. Refer to the [API docs](xref:Unity.Netcode.NetworkTimeSystem) for information about the properties which can be modified. All properties can be safely adjusted at runtime. For instance, buffer values can be increased for a player with a bad connection.
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The way network time gets calculated can be configured in the `NetworkTimeSystem` if needed. Refer to the [API docs](xref:Unity.Netcode.GameObjects.Timing.NetworkTimeSystem) for information about the properties which can be modified. All properties can be safely adjusted at runtime. For instance, buffer values can be increased for a player with a bad connection.
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