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Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/CHANGELOG.md
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@@ -22,12 +22,14 @@ Additional documentation and release notes are available at [Multiplayer Documen
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### Fixed
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- Fixed AnticipatedNetworkTransform not respecting the InLocalSpace flag (#3995)
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- Issue where scene migration in a distributed authority session would throw an exception on clients migrating their owned `NetworkObject` instances to a different scene.(#4086)
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- Issue where migrating a dynamically spawned or in-scene placed `NetworkObject` into a different scene during awake could result in that spawned instance to not be synchronized. (#4086)
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- Issue where a NullReferenceException was thrown when a non-authority failed to spawn a NetworkObject. (#4067)
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- Issue where the active scene was not being serialized as the 1st scene which could result in various errors including a soft synchronization error if, on the client-side, other synchronized scenes had already been loaded prior to the active scene, which is always loaded as `LoadSceneMode.SingleMode` when client synchronization is set to `LoadSceneMode.SingleMode`, resulting in the previously loaded scene(s) to be unloaded. (#4065)
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- Issue when FastBufferReader is attempting to read a string and all or a portion of the character count has already been read by user script, it could read a character length that results in a negative byte length which could result in an editor crash. (#4052)
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- Issue where NetworkRigidbodyBase was not applying rotation correctly when using Rigidbody2D. (#4012)
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- Issue where NetworkRigidbodyBase was always checking the 3D rigid body's interpolation mode when determining if it is kinematic and needs to put the rigid body to sleep and then switch to interpolation. (#4012)
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- Fixed AnticipatedNetworkTransform not respecting the InLocalSpace flag. (#3995)
log.Warning(newContext(LogLevel.Developer,$"{nameof(NetworkObject)}'s SceneOrigin doesn't match current scene being processed! Skipping processing.").AddInfo("SceneOrigin",networkObject.SceneOriginHandle).AddNetworkObject(networkObject));
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continue;
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}
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if(networkObject.HasBeenSpawned)
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{
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log.Error(newContext(LogLevel.Normal,$"Processing {nameof(NetworkObject)} that has already been spawned! This should not be possible. Skipping processing.").AddNetworkObject(networkObject));
NetworkLog.LogWarning($"{NetworkPrefabHandler.PrefabDebugHelper(this)} InScenePlaced {nameof(NetworkObject)} is being registered as a Prefab. This can cause issues!");
NetworkLog.LogWarning($"{NetworkPrefabHandler.PrefabDebugHelper(this)} Currently spawned {nameof(NetworkObject)} is being registered as a Prefab. This can cause issues!");
NetworkManager.Log.Error(newLogging.Context(LogLevel.Error,$"Player prefab {NetworkManager.NetworkConfig.PlayerPrefab.name} has no {nameof(NetworkObject)}!"));
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}
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return(true,networkObject.GlobalObjectIdHash);
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}
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else
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{
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NetworkManager.Log.Error(newLogging.Context(LogLevel.Error,$"Player prefab {NetworkManager.NetworkConfig.PlayerPrefab.name} has no {nameof(NetworkObject)}!"));
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