com.unity.netcode.gameobjects
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fix: players spawned by session owner when scene management disabled don't synchronize
Purpose of this PR (WIP)
Fixing issue where spawning a player in distributed authority mode via a client, typically session owner, other than the newly connected client and scene management is disabled then the already spawned players will not properly get synchronized by each owning client due to the newly connected client's identifier already being added prior to synchronization.
Jira ticket
(WIP)
Changelog
- Fixed: Issue where spawning a player in distributed authority mode via a client, typically session owner, other than the newly connected client and scene management is disabled then the already spawned players will not properly get synchronized by each owning client due to the newly connected client's identifier already being added prior to synchronization.
Documentation
- No documentation changes or additions were necessary.
Testing & QA (How your changes can be verified during release Playtest)
Functional Testing
Manual testing :
- [x]
Manual testing done- Using modified version of #3779
Automated tests:
- [ ]
Covered by existing automated tests - [x]
Covered by new automated tests(WIP)
Does the change require QA team to:
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Review automated tests? - [ ]
Execute manual tests? - [ ]
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Backports
DA specific, does not require backport.