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update
Fixing an issue where a player would not spawn with its default network prefab instance's position and rotation settings.
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com.unity.netcode.gameobjects/Runtime/Connection/NetworkConnectionManager.cs

Lines changed: 2 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -896,15 +896,15 @@ internal void HandleConnectionApproval(ulong ownerClientId, NetworkManager.Conne
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/// <summary>
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/// Client-Side Spawning in distributed authority mode uses this to spawn the player.
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/// </summary>
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internal void CreateAndSpawnPlayer(ulong ownerId, Vector3 position = default, Quaternion rotation = default)
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internal void CreateAndSpawnPlayer(ulong ownerId)
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{
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if (NetworkManager.DistributedAuthorityMode && NetworkManager.AutoSpawnPlayerPrefabClientSide)
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{
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var playerPrefab = NetworkManager.FetchLocalPlayerPrefabToSpawn();
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if (playerPrefab != null)
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{
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var globalObjectIdHash = playerPrefab.GetComponent<NetworkObject>().GlobalObjectIdHash;
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var networkObject = NetworkManager.SpawnManager.GetNetworkObjectToSpawn(globalObjectIdHash, ownerId, position, rotation);
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var networkObject = NetworkManager.SpawnManager.GetNetworkObjectToSpawn(globalObjectIdHash, ownerId, playerPrefab.transform.position, playerPrefab.transform.rotation);
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networkObject.IsSceneObject = false;
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networkObject.SpawnAsPlayerObject(ownerId, networkObject.DestroyWithScene);
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}

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