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style: drop the imports and qualifications the new namespace makes redundant
Unity.Netcode.GameObjects.Timing is nested inside Unity.Netcode, so the root namespace is already in scope there through the enclosing namespace chain. The two imports the move added to AnticipationSystem.cs and NetworkTimeSystem.cs were never needed, and the Unity.Netcode. prefix on the five NetworkTransform doc references shortens to Components. for the same reason - both are IDE0005 and IDE0001, which the Standards job treats as errors. NetworkManagerEventsTests.cs took an import it does not use: its only mention of NetworkTimeSystem is inside a comment. Matches the diff the Standards job produced. Running the tool locally finds nothing on dotnet 10.0.400, which is the version divergence its own failure message warns about, so this was applied from the CI output rather than reproduced here.
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‎com.unity.netcode.gameobjects/Runtime/Timing/AnticipationSystem.cs‎

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using System.Collections.Generic;
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using Unity.Netcode;
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namespace Unity.Netcode.GameObjects.Timing
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{

‎com.unity.netcode.gameobjects/Runtime/Timing/NetworkTimeSystem.cs‎

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using System;
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using Unity.Netcode;
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using Unity.Profiling;
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using UnityEngine;
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using UnityEngine.Scripting.APIUpdating;
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/// <remarks>
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/// For a distributed authority network topology, this latency is between the client and the
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/// distributed authority service instance.<br />
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/// Note: <see cref="Unity.Netcode.Components.NetworkTransform"/> uses this value plus an additional global
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/// offset <see cref="Unity.Netcode.Components.NetworkTransform.InterpolationBufferTickOffset"/> when interpolation
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/// Note: <see cref="Components.NetworkTransform"/> uses this value plus an additional global
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/// offset <see cref="Components.NetworkTransform.InterpolationBufferTickOffset"/> when interpolation
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/// is enabled. <br />
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/// To see the current <see cref="Unity.Netcode.Components.NetworkTransform"/> tick latency: <br />
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/// - <see cref="Unity.Netcode.Components.NetworkTransform.GetTickLatency"/> <br />
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/// - <see cref="Unity.Netcode.Components.NetworkTransform.GetTickLatencyInSeconds"/> <br />
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/// To see the current <see cref="Components.NetworkTransform"/> tick latency: <br />
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/// - <see cref="Components.NetworkTransform.GetTickLatency"/> <br />
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/// - <see cref="Components.NetworkTransform.GetTickLatencyInSeconds"/> <br />
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/// </remarks>
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public int TickLatency = 1;
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‎com.unity.netcode.gameobjects/Tests/Runtime/NetworkManagerEventsTests.cs‎

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using System;
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using System.Collections;
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using NUnit.Framework;
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using Unity.Netcode.GameObjects.Timing;
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using Unity.Netcode.TestHelpers.Runtime;
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using UnityEngine;
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using UnityEngine.TestTools;

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