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If the NetworkObject was not found then use "null" as the name of the NetworkObject.
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.
This fix just ignores any spawned objects when setting any just loaded InScenePlaced objects while running in the editor.
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I guess this will also address issue commented in https://discussions.unity.com/t/netcode-for-gameobjects-v2-13-0-is-now-publicly-available/1723847/5 right? |
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Purpose of this PR
If, upon starting a host or server using the default client synchronization mode of LoadSceneMode.Single, a new scene is loaded additively, preserving the original scene already loaded, and then sets the newly loaded scene as the active scene, any client attempting to connect will get a soft synchronization error due to the serialization order of the scenes.
Jira ticket
MTT-15431
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