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Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/CHANGELOG.md
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@@ -30,6 +30,8 @@ Additional documentation and release notes are available at [Multiplayer Documen
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### Fixed
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- Prevented a `NullReferenceException` in `UnityTransport` when using a custom `INetworkStreamDriverConstructor` that doesn't use all the default pipelines and the multiplayer tools package is installed. (#3853)
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- Duplicate transport connection events for the same connection will now do nothing. (#3863)
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- Fixed memory leak in `NetworkAnimator` on clients where `RpcTarget` groups were not being properly disposed due to incorrect type casting of `ProxyRpcTargetGroup` to `RpcTargetGroup`.
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- Fixed issue when using a client-server topology where a `NetworkList` with owner write permissions was resetting sent time and dirty flags after having been spawned on owning clients that were not the spawn authority. (#3850)
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- Fixed an integer overflow that occurred when configuring a large disconnect timeout with Unity Transport. (#3810)
@@ -928,12 +928,12 @@ public override void OnNetworkSpawn()
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NetworkLog.LogWarningServer($"[{gameObject.name}][{nameof(NetworkAnimator)}] {nameof(Animator)} is not assigned! Animation synchronization will not work for this instance!");
NetworkLog.LogError($"A {nameof(ConnectionApprovedMessage)} was received from the server when the connection has already been established. {transportErrorMsg}");
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NetworkLog.LogError($"A {nameof(ConnectionApprovedMessage)} was received from the server when a connection has already been established. {transportErrorMsg}");
return$"{transportVersion}. This should not happen. Please report this to the Netcode for GameObjects team at https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/issues and include the following data: Message Size: {messageContent.Length}. Message Content: {NetworkMessageManager.ByteArrayToString(messageContent.ToArray(),0,messageContent.Length)}";
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return$"{transportVersion}. This should not happen. Further information: Message Size: {messageContent.Length}. Message Content: {NetworkMessageManager.ByteArrayToString(messageContent.ToArray(),0,messageContent.Length)}";
LogAssert.Expect(LogType.Error,newRegex($"A {nameof(ConnectionApprovedMessage)} was received from the server when the connection has already been established\\. NetworkTransport: Unity.Netcode.Transports.UTP.UnityTransport UnityTransportProtocol: UnityTransport. This should not happen\\."));
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LogAssert.Expect(LogType.Error,newRegex($"A {nameof(ConnectionApprovedMessage)} was received from the server when a connection has already been established\\. NetworkTransport: Unity.Netcode.Transports.UTP.UnityTransport UnityTransportProtocol: UnityTransport. This should not happen\\."));
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