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Reverting one change that was not needed for this fix.
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com.unity.netcode.gameobjects/Runtime/Spawning/NetworkSpawnManager.cs

Lines changed: 1 addition & 1 deletion
Original file line numberDiff line numberDiff line change
@@ -1449,7 +1449,7 @@ internal void DespawnAndDestroyNetworkObjects()
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{
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// If it is an in-scene placed NetworkObject then just despawn and let it be destroyed when the scene
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// is unloaded. Otherwise, despawn and destroy it.
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var shouldDestroy = !(networkObjects[i].DontDestroyWithOwner || networkObjects[i].IsSceneObject == null || (networkObjects[i].IsSceneObject != null && networkObjects[i].IsSceneObject.Value));
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var shouldDestroy = !(networkObjects[i].IsSceneObject == null || (networkObjects[i].IsSceneObject != null && networkObjects[i].IsSceneObject.Value));
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// If we are going to destroy this NetworkObject, check for any in-scene placed children that need to be removed
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if (shouldDestroy)

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