Jesse Olmer
Jesse Olmer
### Description `NetworkManager.ApprovalTimeout()` is called during the connection process on clients, but will always no-op because `NetworkManager.PendingClients` is not populated on the client. ApprovalTimeout Coroutine Invoke: https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/blob/develop/com.unity.netcode.gameobjects/Runtime/Core/NetworkManager.cs#L1505 PendingClients conditional: https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/blob/develop/com.unity.netcode.gameobjects/Runtime/Core/NetworkManager.cs#L1427...
### Description When a message is deferred logic returns before NetworkMetrics.TrackRpcReceived is called and our tracking ends up providing inaccurate data. ### Reproduce Steps [The method returns](https://github.com/Unity-Technologies/com.unity.netcode.gameobjects/blob/develop/com.unity.netcode.gameobjects/Runtime/Messaging/Messages/RpcMessages.cs#L34) before [the metrics...
### Description When a client disconnects from the server the server will destroy their PlayerObject regardless of how DontDestroyWithOwner is set. ### Reproduce Steps 1. Create a project with a...