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fix: server scene exclusion during synchronization for runtime generated scenes (#2550)
* fix
Breaking apart the ValidateSceneBeforeLoading so synchronization can exclude runtime generated scenes.
* style
Added comment
* test
Test to validate the fix for the server being able to use NetworkSceneManager.VerifySceneBeforeLoading in order to exclude scenes created at runtime.
* update
Updating the changelog file to reflect the fix
Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/CHANGELOG.md
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@@ -14,6 +14,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
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- Fixed issue where some temporary debug console logging was left in a merged PR. (#2562)
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- Fixed the "Generate Default Network Prefabs List" setting not loading correctly and always reverting to being checked. (#2545)
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- Fixed issue where users could not use NetworkSceneManager.VerifySceneBeforeLoading to exclude runtime generated scenes from client synchronization. (#2550)
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- Fixed missing value on `NetworkListEvent` for `EventType.RemoveAt` events. (#2542,#2543)
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- Fixed issue where parenting a NetworkTransform under a transform with a scale other than Vector3.one would result in incorrect values on non-authoritative instances. (#2538)
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- Fixed issue where a server would include scene migrated and then despawned NetworkObjects to a client that was being synchronized. (#2532)
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