Commit d4a9810
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fix: networkshow client synchronization duplicate players (#3488)
The PR resolves the issue discovered when investigating the
[Forum-1651980
issue](https://discussions.unity.com/t/netcode-for-gameobjects-2-4-0-released/1651980/2).
The initial client synchronization pre-serialization preparation was not
excluding any spawned `NetworkObject` instances that had a pending
visibility update for the client being synchronized. This fix adds this
check to that process.
[MTTB-1372](https://jira.unity3d.com/browse/MTTB-1372)
## Changelog
- Fixed: Issue where the initial client synchronization
pre-serialization process was not excluding spawned `NetworkObjects`
that already had pending visibility for the client being synchronized.
## Testing and Documentation
- Includes the `PlayerSpawnObjectVisibilityTests`.
- No documentation changes or additions were necessary.
<!-- Uncomment and mark items off with a * if this PR deprecates any
API:
### Deprecated API
- [ ] An `[Obsolete]` attribute was added along with a `(RemovedAfter
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- [ ] An [api updater] was added.
- [ ] Deprecation of the API is explained in the CHANGELOG.
- [ ] The users can understand why this API was removed and what they
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## Backport
This requires a backport to v1.0 (#3493)1 parent 2dc3a3c commit d4a9810
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- Runtime/SceneManagement
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com.unity.netcode.gameobjects/Tests/Runtime/NetworkObject/PlayerSpawnObjectVisibilityTests.cs.meta
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