@@ -2042,6 +2042,7 @@ internal void SynchronizeNetworkObjects(ulong clientId, bool synchronizingServic
20422042 }
20432043
20442044 // Organize how (and when) we serialize our NetworkObjects
2045+ var hasSynchronizedActive = false ;
20452046 for ( int i = 0 ; i < SceneManager . sceneCount ; i ++ )
20462047 {
20472048 var scene = SceneManager . GetSceneAt ( i ) ;
@@ -2067,6 +2068,10 @@ internal void SynchronizeNetworkObjects(ulong clientId, bool synchronizingServic
20672068 continue ;
20682069 }
20692070 sceneEventData . SceneHash = SceneHashFromNameOrPath ( scene . path ) ;
2071+ if ( sceneEventData . SceneHash == sceneEventData . ActiveSceneHash )
2072+ {
2073+ hasSynchronizedActive = true ;
2074+ }
20702075
20712076 // If we are just a normal client, then always use the server scene handle
20722077 if ( NetworkManager . DistributedAuthorityMode )
@@ -2085,7 +2090,7 @@ internal void SynchronizeNetworkObjects(ulong clientId, bool synchronizingServic
20852090 }
20862091
20872092 // If we are just a normal client and in distributed authority mode, then always use the known server scene handle
2088- if ( NetworkManager . DistributedAuthorityMode && ! NetworkManager . DAHost )
2093+ if ( NetworkManager . DistributedAuthorityMode && NetworkManager . CMBServiceConnection )
20892094 {
20902095 sceneEventData . AddSceneToSynchronize ( SceneHashFromNameOrPath ( scene . path ) , ClientSceneHandleToServerSceneHandle [ scene . handle ] ) ;
20912096 }
@@ -2095,6 +2100,11 @@ internal void SynchronizeNetworkObjects(ulong clientId, bool synchronizingServic
20952100 }
20962101 }
20972102
2103+ if ( ! hasSynchronizedActive && NetworkManager . CMBServiceConnection && synchronizingService )
2104+ {
2105+ sceneEventData . AddSceneToSynchronize ( BuildIndexToHash [ activeScene . buildIndex ] , ClientSceneHandleToServerSceneHandle [ activeScene . handle ] ) ;
2106+ }
2107+
20982108 sceneEventData . AddSpawnedNetworkObjects ( ) ;
20992109 sceneEventData . AddDespawnedInSceneNetworkObjects ( ) ;
21002110 var message = new SceneEventMessage
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