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fix: player prefab null exception when using prefab hash via connection approval (#3042)
* fix
fixing the issue where setting the prefab hash but not assigning a player prefab would cause an exception.
* update
change log entry
* test
Updating the ConnectionApproval test to include spawning from player prefab, prefab hash, spawning no player, and failing validation.
* update
updating changelog with PR number.
Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/CHANGELOG.md
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@@ -19,6 +19,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
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### Fixed
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- Fixed issue where setting a prefab hash value during connection approval but not having a player prefab assigned could cause an exception when spawning a player. (#3042)
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- Fixed issue where the `NetworkSpawnManager.HandleNetworkObjectShow` could throw an exception if one of the `NetworkObject` components to show was destroyed during the same frame. (#3030)
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- Fixed issue where the `NetworkManagerHelper` was continuing to check for hierarchy changes when in play mode. (#3026)
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- Fixed issue with newly/late joined clients and `NetworkTransform` synchronization of parented `NetworkObject` instances. (#3013)
AssertOnTimeout($"{nameof(CreateAndStartNewClient)} timed out waiting for all sessions to spawn Client-{m_ServerNetworkManager.LocalClientId}'s player object!\n{m_InternalErrorLog}");
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}
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}
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ClientNetworkManagerPostStartInit();
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if(ShouldCheckForSpawnedPlayers())
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{
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ClientNetworkManagerPostStartInit();
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}
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// Notification that at this time the server and client(s) are instantiated,
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