You signed in with another tab or window. Reload to refresh your session.You signed out in another tab or window. Reload to refresh your session.You switched accounts on another tab or window. Reload to refresh your session.Dismiss alert
Copy file name to clipboardExpand all lines: .yamato/desktop-standalone-tests.yml
+25-10Lines changed: 25 additions & 10 deletions
Original file line number
Diff line number
Diff line change
@@ -7,7 +7,7 @@
7
7
# Builds are made on each supported editor as in project.metafile declaration
8
8
# Builds are made with different scripting backends as in project.metafile declaration
9
9
# ARM64 architectures are for now not considered since Windows_arm64 is recommended to use only after builds (would require separation here) and when it comes to macOS_arm64 there is problem with OpenCL not being available
Copy file name to clipboardExpand all lines: com.unity.netcode.gameobjects/CHANGELOG.md
+1Lines changed: 1 addition & 0 deletions
Display the source diff
Display the rich diff
Original file line number
Diff line number
Diff line change
@@ -15,6 +15,7 @@ Additional documentation and release notes are available at [Multiplayer Documen
15
15
16
16
### Fixed
17
17
18
+
- Fixed `ChangeOwnership` changing ownership to clients that are not observers. This also happened with automated object distribution. (#3323)
18
19
- Fixed issue where `AnticipatedNetworkVariable` previous value returned by `AnticipatedNetworkVariable.OnAuthoritativeValueChanged` is updated correctly on the non-authoritative side. (#3306)
19
20
- Fixed `OnClientConnectedCallback` passing incorrect `clientId` when scene management is disabled. (#3312)
20
21
- Fixed issue where the `NetworkObject.Ownership` custom editor did not take the default "Everything" flag into consideration. (#3305)
Debug.Log($"[Disconnected][Client-{clientId}][Child of {ownedObject.NetworkObjectId}][NetworkObjectId-{ownedObject.NetworkObjectId} Distributed to Client-{targetOwner}");
Debug.Log($"[Disconnected][Client-{clientId}][Child of {ownedObject.NetworkObjectId}][NetworkObjectId-{ownedObject.NetworkObjectId} Distributed to Client-{targetOwner}");
0 commit comments