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fix: soft synchronization errors if loading a new scene and setting it as active (#4065)
* fix - NetworkObject null exception on warning log
If the NetworkObject was not found then use "null" as the name of the NetworkObject.
* fix - synchronizing clients should always load active scene first
This fixes the issue where the active scene could end up not being the 1st scene loaded which upon loading the active scene and previously SceneEventData relative loaded scenes would get unloaded when loading the active scene since this will can end up being loaded in SingleMode.
* fix - prevent marking dynamically spawned objects as in-scene
This fix just ignores any spawned objects when setting any just loaded InScenePlaced objects while running in the editor.
* style
finishing an incomplete comment
* update
Removing the changes as this will be fixed in a separate PR.
* update
Change log entry.
Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/CHANGELOG.md
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@@ -23,6 +23,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
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### Fixed
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- Issue where a NullReferenceException was thrown when a non-authority failed to spawn a NetworkObject. (#4067)
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- Issue where the active scene was not being serialized as the 1st scene which could result in various errors including a soft synchronization error if, on the client-side, other synchronized scenes had already been loaded prior to the active scene, which is always loaded as `LoadSceneMode.SingleMode` when client synchronization is set to `LoadSceneMode.SingleMode`, resulting in the previously loaded scene(s) to be unloaded. (#4065)
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- Issue when FastBufferReader is attempting to read a string and all or a portion of the character count has already been read by user script, it could read a character length that results in a negative byte length which could result in an editor crash. (#4052)
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- Issue where NetworkRigidbodyBase was not applying rotation correctly when using Rigidbody2D. (#4012)
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- Issue where NetworkRigidbodyBase was always checking the 3D rigid body's interpolation mode when determining if it is kinematic and needs to put the rigid body to sleep and then switch to interpolation. (#4012)
// It is possible a user might not want to synchronize the active scene, so we will check to see if it is valid before adding it to the synchronization list.
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// !! Important !!
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// The active scene MUST always be the first scene in the synchronization list.
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