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fix: scene loading event not synchronizing in scene objects (#3096)
* fix
This fixes the issue with in-scene placed NetworkObjects not being synchronized properly when the session owner generates a scene event type load. The service is not considered an observer and when sending a scene event type load it should send all spawned objects.
* update
adding changelog entry
* update
adding associated PR to changelog entry
* update
covering synchronization too.
Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/CHANGELOG.md
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@@ -18,6 +18,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
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### Fixed
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- Fixed issue with service not getting synchronized with in-scene placed `NetworkObject` instances when a session owner starts a `SceneEventType.Load` event. (#3096)
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- Fixed issue with the in-scene network prefab instance update menu tool where it was not properly updating scenes when invoked on the root prefab instance. (#3092)
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- Fixed issue where applying the position and/or rotation to the `NetworkManager.ConnectionApprovalResponse` when connection approval and auto-spawn player prefab were enabled would not apply the position and/or rotation when the player prefab was instantiated. (#3078)
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- Fixed issue where `NetworkObject.SpawnWithObservers` was not being honored when spawning the player prefab. (#3077)
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