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fix: client owned NetworkObject with prefabhandler destroy order incorrect on host-server side (Backport) (#3202)
* fix
Pass in false for the destroy object parameter when cleaning up objects owned by a client upon the client disconnecting and the spawned objects have a prefab handler registered for their associated network prefab.
Cleaned up NetworkConnectionManager client disconnection a bit.
* update
migrating some NetworkSpawnManager updates from v2 to v1 and also fixing a few issues that were not back ported.
* test
Bringing the NetworkPrefabOverrideTests into v1.
Updating the NetcodeIntegrtionTestHelpers with some v2 improvements.
* update
adding changelog entry.
* style
continue vs nested if update.
Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/CHANGELOG.md
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@@ -12,6 +12,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
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### Fixed
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- Fixed issue where a spawned `NetworkObject` that was registered with a prefab handler and owned by a client would invoke destroy more than once on the host-server side if the client disconnected while the `NetworkObject` was still spawned. (#3202)
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- Fixed issue where `NetworkRigidBody2D` was still using the deprecated `isKinematic` property in Unity versions 2022.3 and newer. (#3199)
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- Fixed issue where an exception was thrown when calling `NetworkManager.Shutdown` after calling `UnityTransport.Shutdown`. (#3118)
// Host spawns the ovveride and server spawns the original prefab unless forceOverride is set to true where both server or host will spawn the override.
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