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Commit 165d57b

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Fixing minor logic issue and removing local removeParent var.
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com.unity.netcode.gameobjects/Runtime/Spawning/NetworkSpawnManager.cs

Lines changed: 5 additions & 7 deletions
Original file line numberDiff line numberDiff line change
@@ -929,20 +929,18 @@ internal NetworkObject CreateLocalNetworkObject(NetworkObject.SceneObject sceneO
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var parentNetworkObject = networkObject.transform.parent.GetComponent<NetworkObject>();
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// special case to handle being parented under a GameObject with no NetworkObject
932-
nonNetworkObjectParent = !parentNetworkObject && !sceneObject.HasParent;
932+
nonNetworkObjectParent = !parentNetworkObject && sceneObject.HasParent;
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934-
// if the in-scene placed NetworkObject has a parent NetworkObject but the synchronization information does not
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// include parenting, then we need to force the removal of that parent (i.e. it is at the root)
934+
// If the in-scene placed NetworkObject has a parent NetworkObject...
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if (parentNetworkObject)
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{
938-
// Remove the parent if:
937+
// Then remove the parent only if:
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// - The authority says we don't have a parent (but locally we do).
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// - The auhtority says we have a parent but either of the two are true:
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// -- It isn't the same parent.
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// -- It was parented using world position stays.
943-
var removeParent = !sceneObject.HasParent || (sceneObject.IsLatestParentSet
944-
&& (sceneObject.LatestParent.Value != parentNetworkObject.NetworkObjectId || sceneObject.WorldPositionStays));
945-
if (removeParent)
942+
if (!sceneObject.HasParent || (sceneObject.IsLatestParentSet
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&& (sceneObject.LatestParent.Value != parentNetworkObject.NetworkObjectId || sceneObject.WorldPositionStays)))
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{
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// If parenting without notifications then we are temporarily removing the parent to set the transform
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// values before reparenting under the current parent.

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