Commit 4a1c2ff
* fix
This resolves the issue with dynamically spawned NetworkObjects that are parented under an in-scene placed NetworkObject would be marked as in-scene placed and cause client-side soft synchronization issues due to the client looking for an in-scene placed NetworkObject that was actually dynamically spawned.
* test
Added integration test to validate this fix.
This tests that both players and dynamically spawned NetworkObjects that are parented under in-scene placed NetworkObjects works and that late joining clients properly synchronize the parented status.
This also validates an advanced parenting sample in our documentation works.
* udpate
MTT-5357
Adding the fix to the changelog.
---------
Co-authored-by: Unity Netcode CI <74025435+netcode-ci-service@users.noreply.github.com>
1 parent 66b11d0 commit 4a1c2ff
File tree
9 files changed
+1299
-0
lines changed- com.unity.netcode.gameobjects
- Runtime/Spawning
- testproject
- Assets/Tests
- Manual
- IntegrationTestScenes
- Scripts
- Runtime/ObjectParenting
- ProjectSettings
9 files changed
+1299
-0
lines changed| Original file line number | Diff line number | Diff line change | |
|---|---|---|---|
| |||
21 | 21 | | |
22 | 22 | | |
23 | 23 | | |
| 24 | + | |
24 | 25 | | |
25 | 26 | | |
| 27 | + | |
26 | 28 | | |
27 | 29 | | |
28 | 30 | | |
| |||
Lines changed: 5 additions & 0 deletions
| Original file line number | Diff line number | Diff line change | |
|---|---|---|---|
| |||
603 | 603 | | |
604 | 604 | | |
605 | 605 | | |
| 606 | + | |
| 607 | + | |
| 608 | + | |
| 609 | + | |
| 610 | + | |
606 | 611 | | |
607 | 612 | | |
608 | 613 | | |
| |||
0 commit comments