@@ -42,8 +42,7 @@ protected override void OnServerAndClientsCreated()
4242
4343 protected override IEnumerator OnStartedServerAndClients ( )
4444 {
45- m_ServerNetworkManager . SceneManager . DisableValidationWarnings ( true ) ;
46- m_ServerNetworkManager . SceneManager . ClientSynchronizationMode = LoadSceneMode . Additive ;
45+ m_ServerNetworkManager . SceneManager . SetClientSynchronizationMode ( LoadSceneMode . Additive ) ;
4746 return base . OnStartedServerAndClients ( ) ;
4847 }
4948
@@ -65,7 +64,8 @@ protected override void OnNewClientStarted(NetworkManager networkManager)
6564 private NetworkObject m_FailedValidation ;
6665 private bool TestParentedAndNotInScenePlaced ( )
6766 {
68- var serverPlayer = m_ServerNetworkManager . LocalClient . PlayerObject ;
67+ // Always assign m_FailedValidation to avoid possible null reference crashes.
68+ var serverPlayer = m_FailedValidation = m_ServerNetworkManager . LocalClient . PlayerObject ;
6969 if ( serverPlayer . transform . parent == null || serverPlayer . IsSceneObject . Value == true )
7070 {
7171 m_FailedValidation = serverPlayer ;
@@ -111,9 +111,11 @@ public IEnumerator ParentUnderInSceneplaced()
111111 m_ServerNetworkManager . SceneManager . LoadScene ( k_SceneToLoad , LoadSceneMode . Additive ) ;
112112 // Wait for the scene with the in-scene placed NetworkObject to be loaded
113113 yield return WaitForConditionOrTimeOut ( ( ) => m_SceneIsLoaded == true ) ;
114+ AssertOnTimeout ( $ "Timed out waiting for the scene { k_SceneToLoad } to load!") ;
114115
115116 // Wait for the host-server's player to be parented under the in-scene placed NetworkObject
116117 yield return WaitForConditionOrTimeOut ( TestParentedAndNotInScenePlaced ) ;
118+ AssertOnTimeout ( $ "[{ m_FailedValidation . name } ] Failed validation! InScenePlaced ({ m_FailedValidation . IsSceneObject . Value } ) | Was Parented ({ m_FailedValidation . transform . position != null } )") ;
117119
118120 // Now dynamically spawn a NetworkObject to also test dynamically spawned NetworkObjects being parented
119121 // under in-scene placed NetworkObjects
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